Godot 4.1
I recently switched almost entirely from Unity to Godot 4.0 (not a career game dev, I just make small/indie/itch.io type stuff) and I've been absolutely loving it. It's such a breath of fresh air. It's light, fast, easy to learn, and can do 90% of what you need as a solo/indie type developer.<p>The only thing stopping me from swapping over entirely and giving up Unity for good is the bug that means games take forever to load on itch.io if the user has MacOS (long enough that they think it's broken and close the tab). A majority of the games I make are educational and/or targeted at kids who are using iPads or MacBooks, and being able to link them to itch.io is a LOT easier than teaching them (and convincing the device owner) to install the game locally.<p>They say they're working on it (quoted below), but until then I'm pretty much stuck using Unity for a few projects still. If/when they fix this, I think Godot could really take off for the itch.io/gamejam/etc type crowd.<p>> As of 4.1 web exports still have some limitations due to poor vendor support of certain modern features. Browsers with bad WebGL 2 support, such as Chrome on macOS, unfortunately suffer from issues which we cannot address without a fix from Google or a significant amount of effort put into supporting a dedicated WebGL 1 / GLES2 renderer.<p>> We are also aware of the complexity setting up web games on hosting platforms which don’t let you set the required CORS headers for SharedArrayBuffer support. This mostly depends on Safari implementing the coep:credentialless header support, while Chromium-based browsers and Firefox already work fine (especially if you publish on itch.io). There is a possible workaround that we are investigating.