Godot is growing fast, but when it comes to web game development, is it really ready for production? In this talk, I’ll explore the current state of Godot Web, focusing on what works, what breaks, and what’s missing for real-world use.
I’ll walk through the actual release of a game I published on CrazyGames, sharing what it took to make it work (custom build setups, performance struggles, iOS limitations, and memory leak issues). Along the way, I’ll show practical workarounds, gotchas to watch out for, and tooling pain points.
We’ll end by summing up what the Godot Web platform needs to reach its full potential and why, despite everything, I still believe in it, and hope to one day use it at work without crossing my fingers.
I’m a Godot enthusiast and generalist game developer with over 5 years of experience using the engine. I’ve published several games across different platforms, including Zook Adventure on Android, which has surpassed 50,000 downloads. For the past two years, I’ve been working at Rising Pixel, a studio focused on web games. We’ve released titles on platforms like Poki, CrazyGames, and others. I come from a web development background, but I’ve always been drawn to the creative freedom of game development. As a generalist, I love working across disciplines (programming, art, design, music) to craft interactive experiences. That’s what initially brought me to Godot: an open, flexible engine that empowers solo and small-team creators. My dream? To finally bring Godot into my day job, and get paid to work with my favorite engine.