Godot 4: Is this a reasonable lobby + multiple mini-games architecture? Single project vs PCK modules

Hi everyone,

I am evaluating Godot 4.x for a project with a lobby + multiple independent mini-games.

After reading the docs, my current planned architecture is:

  • One main Godot project.
  • A persistent GameManager / SceneRouter Autoload.
  • Lobby scene lives under res://lobby/.
  • Each mini-game lives under its own folder:
    • res://games/game_a/
    • res://games/game_b/
    • res://games/game_c/
  • Each mini-game exposes one entry scene, for example:
    • res://games/game_a/game_a.tscn
  • The lobby never accesses internal nodes of a mini-game directly.
  • Each mini-game communicates back through signals such as request_exit(result).
  • For large mini-games, I plan to use ResourceLoader.load_threaded_request() before switching scenes.

Example interface:

# Mini-game root node
signal request_exit(result: Dictionary)

func enter(context: Dictionary) -> void:
    pass

func exit() -> void:
    pass