Just shipped my first Godot game — BigMech, a roguelike mech shooter (Android, iOS soon)

Finished my first Godot project after about 2.5 months of work — a mobile roguelike where you build a mech, pick weapons, and try to survive long enough to take down the boss.

Stack:

- Godot 4.5 - C# / .NET 8

- gdUnit4 for tests, GitHub Actions for CI (headless via xvfb)

- ~150 C# files, ~440 .tres resources for game data

A few things I learned along the way:

- Godot’s resource system (.tres) is great for data-driven design but needs guardrails — I ended up writing a runtime integrity check that caught 26 duplicate IDs from a snake_case → PascalCase migration that had been silently overwriting in production.

- Headless Godot Mono in CI took some fiddling but runs the full test suite (91 tests) in about 500ms.

- Mobile export with C# was smoother than I expected.

Live on Google Play now, iOS in review:

[Play Store link]

Happy to answer questions about the Godot side of things — the CI setup, the resource validation pattern, mobile export gotchas, whatever’s useful.

2 Likes

Are you looking for feedback? I tried the first level a few times, and died miserably after about 2½ minutes each time. Am I missing something?

1 Like

Yes, Thanks. I’m open for feedback.

I just realize the balance for early play is not good. I don’t think you are missing anything.
Could you provide me your in game name ? I can give you more coin and ruby. Then, you should buy better weapons and body.
Please update your feedback after you equip better parts.

Thanks, again.

That would defeat the purpose of testing. You should test the actual game experience… I see that the game has bonuses for watching ads etc - is the game maybe balanced with this in mind, to force the player into watching?

Maybe I’m unusual, but I’m happy to spend 30-60 minutes testing an unfinished demo for free, but I don’t want to spend 30 seconds watching ads to play a finished game. It’s still a common way to monetize free games though, so maybe it’s financially sound.

2 Likes

All balance could be.. if you purchase better weapon, you could feel easier. To do that, through IAP or play more and more to earn coin and ruby. That’s why I want to know if you have coin and ruby to purchase better weapons, that makes easy or not.
The pre-run ad, the squad bot helps your play but I don’t think that would do dramatic change.
Recently, I realized the combat difficulty is high. As one person dev, it’s hard to get the sense while developing. Honestly, it’s not hard to play for me. Anyways, I’m working on the balancing.

Nice to see a fellow Godot C# cohort. congrats.

1 Like

Thank you
Godot C# and it’s built with Claude