On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Thank you so much for your feedback, very detailed! I appreciate that a lot!
Having a bar along the bottom for quick reference to the current actions does seem like it would make managing the gooblers a lot more accessible, rather than needing to switch between them to figure out what is going on!
And yeah, some progression would definitely be nice - rather than a "play until you lose" system like I have, haha!

So, I've used Game Maker, Unity, and Slipspace (I'm a game dev at 343 industries on Halo) before, for context. I can't touch on Slipspace since it's proprietary or whatever, but I will say that Godot has some really nice features. GDScript seems good to use, I didn't have to do too much profiling, but it seems like that's pretty well handled. Also, Godot's tree structure really forces good design practices, so I didn't have to spend much time thinking about the overall game architecture, it was easy to add features simply by adding nodes in the logical places. I /hated/ the control nodes for UI when I first started using them, but after playing with them enough, I got the hang of it and it wasn't as frustrating to use. I've never much liked Game Maker, always thought Unity was far superior as an engine. I think in a comparison between Godot and Unity, I'd have to give Godot the edge based on my experience thus far. It's a really powerful tool for making games, and I think it's easy to learn for newbies, and powerful enough for more advanced systems as well!