I originally wanted to port this game to Godot, but I quickly ran into a problem: the original codebase is a tangled mess that I created while I was still learning LÖVE2D. Over time, it grew into a spaghetti-code monster that is barely readable even to me, its creator. Honestly, it probably needs to be rewritten from scratch, but the thought of untangling all that code is so overwhelming that it might never happen.
So, instead of trying to port the entire game, I took one of its very early versions, from before I added all the shaders, visual effects, and assets, and translated it into GDScript. And voilà! It works!
Here is the source code: glitchapp/fish-fillets-remake-godot-edition: early, minimal Godot version of *Fish Fillets*, created as a small experimental port to explore the game's basic mechanics in Godot Engine. - Codeberg.org
As the README explains, this is a very early, minimal Godot version of Fish Fillets Remake. It is not a complete remake or a feature-for-feature port of the original game. Instead, it provides a small, playable slice of the puzzle gameplay, with a basic tile-based environment, movable fish, pushable objects, and simple collision and gravity mechanics.
I don’t yet have the Godot experience needed to recreate all the shaders, visual effects, and complexities of the original game, so I’m keeping things simple for now. Still, I hope someone might find this little experiment useful, whether as a way to learn the basics of puzzle-game logic, a starting point for a Sokoban-style game, or even as an opportunity to take on the challenge of porting my original LÖVE2D game to Godot.
Whatever you decide to do with it, have fun! I hope you find it useful, learn something from it, or perhaps even take it further than I could.