Not much to update on this game here.
I got to the point where I deleted the Defold project and successfully ran the Flutter Flame project on desktop and the phone. It works way better than Defold and Godot's process. Flame is just easy, Flutter is easy. Build UI using Flutter components, build game components with Flame and other libraries integrated with it. It's all around a better experience than Defold for sure.
Things are just easier with Flutter and Dart.
Yes, you can do more physics things in Flutter's Forge2D than Defold. I'm not shocked at all. Setting collision masks and group with bits is an obvious improvement over Defold.
Loading tiles via Flame Tiled was easy enough. Might have a problem with loading in tiled objects, maybe I added too many objects to the layer?
LUA vs Dart, who cares honestly. Dart is high performance, but little more memory guzzling. I'll take that over "simple" language any day.
Only problem I have with Flutter is that you can't set an FPS cap it will go to 120fps if available. You can run updates I guess, but physics will be screwed if you try to implement an fps limited by skipping updates. I suppose implementing a fps limiter on the render function of the game would work. I gave up on that stuff. Will just read the refresh rate and use that for multiplayer client side prediction.
Other than the technical stuff, the game mechanics have not changed. Was just getting up to par with the Defold version.
Will implement more of the core gameplay so that it feels like a match and not just a game.