Comedot is an opinionated af framework & project template for 2D games of any genre: Platformer, shmup, RPG, strategy, puzzle, turn-based, tile-based etc. I have 100 different game projects but still yet to finish 1, but at least I get to learn which stuff is needed frequently in multiple genres & shove it into this shared library :)
Use this to build scenes by smacking components into entities and tweaking their exports. "Entities" and "Components" are just regular Godot Nodes but for gameplay mechanics, and you can edit the component scripts in any way, so you can mix this framework with your usual Godot workflow or any other addons or architecture.
(if you think "ECS" only means "data-oriented design" you need to get out more)
- 120+ megatons of components for different kinds of movement, combat, interactions, inventory, abilities etc.
- Support for turn-based gameplay that can be combined with real-time stuff.
- Templates for Logo → Main Menu → Options, Input Remapping, Pause Overlay & simple game examples.
- UI Controls like stat counters/bars, buttons for special skills etc.
- 150+ neutron star spoonfuls of scripts containing helper functions & automations for common tasks like creating animation frames etc.
- Snippets for VSCode/VSCodium.
- Debugging tools like pretty logs & charts for monitoring variables.
- Save/Load player preferences in config files with
Settings.anyName = 69 - Key/value bindings to automatically update Node properties by changing a global Dictionary.
- Handles tricky edge case issues in physics, stats, collectibles etc.
- Optimized for balancing ease of use + performance as much as GDScript will allow.
- Meatcrafted & well-documented components that can be Lego'ed together by AI to create various kinds of gameplay. *(Comedot itself has no AI-generated code.)
💡 Even if you don't need the entire template, you can cherry-pick specific code to use in your own scripts.
This is a work in constant progress! For delicious details & the latest version, gaze upon the glorious GitHub repository: https://github.com/InvadingOctopus/comedot/tree/develop
🕹️ To see some games & demos made with Comedot: syntaks.itch.io
Free-to-use 3rd-party asset packs included for quick prototyping:
Tilesets: Kenney's 1-Bit Pack https://kenney.nl/assets/1-bit-pack
Font: Jayvee Enaguas (HarvettFox96)'s Pixel Operator https://www.dafont.com/pixel-operator.font
AI Disclosure: No AI-generated code or assets! Codex AI used for code reviews. AGENTS.md provided for users who want AI assistance.
Changelog for version 4.7.0.100.777
No changelog provided for this version.
Reviews
I'm not an expert, but I'm worried that the author is comming from a misguided understanding of what "component" means, because it looks like a desperate attempt to atomise every functionality and make objects really "know nothing about each other". when it's really about reducing contact points to a few strategic and controlled ones. Jack of all trades code is not the way, that is why Godot is already a general purpose engine that avoids too specific features. IMHO this "framework" is a bucket of unoptimised boilerplate, what's more build around Nodes. It could be useful for rapid prototyping, but ultimately any serious developer would code their own bespoke and tight code for their own specific needs.
finally, putting the gd in gdevelop! i apparently have a previous version of this (Comedot ECS Template) and forgot about it, and i wish i hadn't because this is the sort of thing i dream of for game jams the current version unfortunately doesn't work, perhaps i'm supposed to use it as a template but it doesn't show up in the project manager's asset store; upvoting regardless in support of the idea
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