I have dabbled with Godot + Clojure sometime ago. I believe the best option right now is to go for Godot Kotlin and use interop. I have tried making bindings from Godot to Java/Clojure via C interop but I ended up abandoning that idea.
I still have hope that ClojureCLR will be a viable option since Godot already supports C# scripting. Haven't had time to try it out though.
It should work but keep in mind that C# Godot has some limitations ( https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_basics.html#current-gotchas-and-known-issues ) > As of Godot 4.0, exporting .NET projects is supported for desktop platforms (Linux, Windows and macOS). Other platforms will gain support in future 4.x releases. > Writing editor plugins is possible, but it is currently quite convoluted. > State is currently not saved and restored when hot-reloading, with the exception of exported variables.
Also AOT seems to be no longer a thing in C# if you want Godot 4+, you need to be still on Mono, so you’ll have to handle that
I think some of those docs are out of date https://godotengine.org/article/platform-state-in-csharp-for-godot-4-2/
Heck, even that article is two years old.
Not sure about AOT but evidently it's solvable. Slay the Spire 2 was a Godot game.
From what I've read, Slay the Spire 2 only uses Godot for UI which is probably why they could switch from Unity (StS 1) rather quickly. Besides, StS 2 is only on Steam, so I believe they are still affected by PC-only platform thing.
No way to export to mobile or web can be a pretty big dealbreaker.
> No way to export to mobile or web can be a pretty big dealbreaker. yes