Hello I am StaleDev, I have been using Defold as my main engine of choice for around 5 years. I was originally recommended it by my school and seeing how I was already familiar with python, I thought it would be easier to learn than my contemporaries.
Since then I have created several unreleased projects, mainly for school projects as I am studying for a game-dev related degree.
Here is some of my portfolio using the engine for reference:
I have become very proficient using the engine, and from my beginning I can see all the little changes and improvements made, and combined with my growing skill, I feel like I can finally begin creating on par with other engines.
The object-oriented system is really in depth, and I’ve been able to make things at immaculate speeds using require passings through Lua scripts. And I’ve never experienced any significant engine lag or bugs over the course of my time using the engine. I genuinely enjoy using this engine (most of the time).
If I could I would fully release a bunch of these projects and be something worth putting Defold on the map for. If it wasn’t for one re-occurring issue built into the very heart of the program..
It takes so long to implement even basic features, I’ve had entire days wasted on mechanics built into other engines, only to get worse results. It took me two days to do text-scrolling, it took me a week to figure out sprite swapping. I needed to build my own level editor in-engine in order for me to create entity-snapping to tiles and for tilesets to be stored as data files. I’ve been a part of game jams and by the time I’ve set up basic movement, they have a full prototype. It genuinely feels like machine code at some points.
The only way I’ve managed is the vast library of support functions I’ve accumulated from my previous projects. Otherwise its straight back to grinding several hours to get something slightly complex like a parallax or a shader working.
Its nearly impossible to recommend this engine to people, even beginners, because what you get in initial understanding you pay in long-term monotony. Especially with the lack of documentation (although it has gotten better in the last couple of years)
I have spent a week trying to implement a basic CRT shader directly from Shadertoy, and thanks to the lack GLSL debugging tools (GLSL in 2026 over Vulkan btw) and different syntax (especially with Idimension stuff), I don’t think its worth it to use shaders due to how monotonous they are. If a part of your engine is so difficult to use that I actually refuse to engage with it even with tutorials, I don’t consider it a well designed part of the engine.
My current two Defold projects for the next set of exams are most likely going to be the last ones I will produce, because switching to learning Godot so I can work alongside the rest of my dev team. It feels wrong to use an engine for 5 years and still not be able to produce a game longer than 5 mins, but unfortunately that is how long it takes to develop something with this engine. My current project, I’ve been working on since last august and I’m still only 20% of the way there to a potential end-goal.
I plan on releasing my LuaAPI functions at the end of my project cycles, once my exams are handed in, as a cornerstone of my work for this engine. And maybe a compilation of my new-projects for educational reasons.
I hope this engine continues to grow and develop, I see so much potential in it, but I just don’t see what it offers over other engines rn.
Smaller Gripes:
-There’s no way to close multiple tabs except one-by-one, this is especially gruelling now that they reopen when you leave the program
-There is no subtract blend mode, making darkness cutouts impossible
-Rigged Animation is heavily advertised, but the filetype used is locked behind a $70 paywall of a nonstandard software
-Raycast Linedrawing should be in Debug Hitboxes
-The engine cannot handle any action which requires multiple simultaneous inputs without some esoteric work-around
-Sprite Swapping (not atlas swapping, there’s reasons to not do that, mainly for Tilesourse) is basically straight machine code
-Spawned tiles lack hitboxes, this nearly killed my level editor