Just posted this on the official forums, then found this community lol. Thought I'd post it here as well.
Hello Godot community! o/
I'm Jimmy, and I'm excited to finally share my completed mobile project, ChillBlock!
It's a casual block-puzzle game now available on both Android and iOS.


A little background
This project started as a technical testbed for a more ambitious tower defense game my (now-disbanded) 2-person team was planning.
So as the programmer, the core goal was to prepare the entire mobile pipeline with Godot - from code to store listing.
While the tower defense game is on (probably permanent) hold, this "stepping stone" evolved into a full release (because why not).
Godot is a pleasure to work with. I chose to use 100% C++ via static modules, not due to GDScript limitations (which is fantastic), but because that's what I'm used to, plus engine access, and the benefits in performance/binary size for mobile.
The Biggest Challenges (Mobile Deep Dive)
Native mobile integration: Call a platform-specific function? Yes let's bridge Android(Java/Kotlin) and iOS(Objective-C/Swift).
Gradle, adb, xcode, pods, .xcframeworks... The rebuilding cycle is... well, an immense learning experience :')
Cross-platform ads: It's own puzzle. Not sure why it's so complicated.
Debugging: The worst by far. Godot? ez. Like any desktop app. But something related to the mobile part? Long and tedious. Mobile production-only features? Nightmare.
Another one was getting the UI resizing in an acceptable way, with it's own safe margins and localization... Still far from perfect.
Yes, it's been published for a few months already, but never found the time to actually write about it. Programmer life 🙂
I'd love to hear your thoughts!
Thanks for reading, and big thanks to the Godot devs and community!
Jimmy (SpaceHyena)