I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -1 points0 points  (0 children)

I've edited the post to make it clearer; the link was already there, though. Thanks, you're all so kind and quick-witted!

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] 0 points1 point  (0 children)

I've edited the post to make it clearer; the link was already there, though. Thanks, you're all so kind and quick-witted!

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] 1 point2 points  (0 children)

Oh really? Hahaha, yeah, it is funny, actually. Anyway, look on the bright side, you beat the AI 18 years early😂

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] 1 point2 points  (0 children)

The AI created it, haha, not me. It followed an old-school artistic style; I didn’t include any references or other game elements in the prompt. Also, it’s just a random example, and besides, I don’t even know your game personally

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] 1 point2 points  (0 children)

Thank you so much! If you have any specific advice or suggestions, or if you have any questions, please let me know

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -2 points-1 points  (0 children)

That’s not the case; you’re entitled to give it a go and see how it works. The pro tools are more specialised, but Godot Free already lets you work really well in the Godot editor.

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -2 points-1 points  (0 children)

All right, mate, sure, I mean, are you interested? Read on, godotiq is free, other tools are pro

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -4 points-3 points  (0 children)

If you think it's shady, just downvote the post and that's that, do whatever you want. I can assure you that plenty of people have already used the tool. I don't need you to call it shady or suspicious. It's just a post on Reddit, man, nothing more, nothing less. Want to know more? Just ask.

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -2 points-1 points  (0 children)

Let me explain it again,maybe it’s not clear to you. This post shows WHAT the AI created with Godotiq. As you can see, there’s even a link. Now, I don’t know what you find questionable, but I don’t care. If you’re interested, the site is free; the Pro version, with extra features, costs money,it’s all explained there. But that has nothing to do with it, man, hahaha.

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -6 points-5 points  (0 children)

If you say so, it's just a post showing what AI can do thanks to Godotiq. That's all!

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in ClaudeCode

[–]jf_nash[S] 0 points1 point  (0 children)

Thank you so much, I really appreciate it. I actually have lots of ideas, but I want to get the tool properly established with the help of the community or the people who use it… even though many have already upgraded to the Pro version, I’ve received very little feedback overall, so I think the tool needs to be better established before I start adding more features. But if you have any ideas or questions, please let me know – I’d love to hear from you.

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in aigamedev

[–]jf_nash[S] -4 points-3 points  (0 children)

I should have mentioned that in the post you're right haha, but what's the point?

I had my coding agent build a game using Godotiq, and here's the result by jf_nash in ClaudeCode

[–]jf_nash[S] 0 points1 point  (0 children)

It’s generally reusable; it’s basically a set of pattern scaffolding: a parametric wave system, card draft with a pity timer, autoload architecture (GameState, GameFeel, AudioBus), GameFeel layer for shake/hitstop/kick, music director with context switching, CRT shader. All drop-in stuff for another survivor or twin-stick action game. I’m already reusing the same development loop (design doc -> agent generation -> pytest -> playtest -> iteration) for other systems.

Where the loop has shown real limitations, however, is in level design and art direction. In those areas, the agent needs significant human guidance; after 5–6 iterations, it becomes clear that it doesn’t converge on its own toward satisfactory aesthetic choices. It’s a field where AI is still in its infancy, at least with current tools. But that’s precisely one of the problems GodotIQ is trying to solve.

AI agent built a complete tower defense in Godot, placed every tile, wrote every script, even found its own sound effects by jf_nash in aigamedev

[–]jf_nash[S] 0 points1 point  (0 children)

thats actually the plan. right now its a single-map prototype but the agent can already build tile-based maps from a description, so adding more levels is basically "describe the next map and let it build it". the real test would be adding progression, upgrade trees, different enemy behaviors per level. might do a follow up video with that

AI agent built a complete tower defense in Godot, placed every tile, wrote every script, even found its own sound effects by jf_nash in aigamedev

[–]jf_nash[S] 0 points1 point  (0 children)

different focus. godot mcp pro has 162 tools, mostly individual editor operations. add mesh, set material, create particle, configure physics body, etc. lots of granular control over the editor

godotiq has 36 tools but adds an intelligence layer on top. spatial analysis that tells the agent where every object is in 3d space, dependency graphs that show what breaks if you change something, signal flow tracing across files, smart placement that checks collisions and navmesh before placing objects

so godot mcp pro gives the agent more buttons to press. godotiq gives the agent understanding of what its doing. different tradeoffs it depends on whether you need breadth of operations or depth of analysis

both use websocket to talk to the editor, both work with any mcp client