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crystal-bit/godot-game-template

★ 990 · GDScript · MIT · updated Jun 2026

Generic template for Godot games

A starter Godot 4 project that bundles two addons (ggt-core and ggt-debug-shortcuts) handling scene transitions, settings persistence, and localization, plus GitHub Actions workflows that export the game to Windows/Linux/Mac/Web on every push. It's aimed at solo devs and small jam teams who want to skip rebuilding the same scene-manager-and-settings-menu boilerplate every project.

The scene manager does real work beyond a thin wrapper: multithreaded loading with a single-threaded fallback for web exports, parameter passing between scenes, and an optional progress bar — these are the parts people actually get wrong when hand-rolling this. The CI setup (via godot-ci) exporting to 4+ platforms on every commit is the single most useful thing here for a solo dev, since manual Godot exports are tedious enough that people skip them until release day. It's been proven across five shipped games listed in the README with links, not just a theoretical template nobody uses. The debug shortcuts auto-strip from release builds, a small detail that stops you from shipping a build where players can hit Q to quit or speed up time.

Zero tests anywhere in the repo — for a template meant to be forked into dozens of projects, bugs in the scene manager or settings persistence will get copied everywhere before anyone notices. The addons lean on Godot's autoload singleton pattern (the global `GGT` object), which is the standard approach in GDScript land but still means every consumer is coupled to a global mutable instance rather than anything injectable or testable. Localization ships with exactly two languages and a bash sync script, so Windows users without WSL or git-bash hit friction immediately when adding a third language. The 'generic' framing oversells it a bit: this is a scene manager + settings menu + CI pipeline, not inventory/save-system/dialogue tooling, so anyone expecting a fuller game skeleton will need to build most of the actual game infrastructure themselves.

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