Can Fugu Max write working Godot 4 code? 13 of 15 on the first try

By Eduardo Orellana · Updated

Fugu Max passed 13 of 15 Godot 4 tasks on the first try and 14 of 15 after one fix with the test's output, each run headless on Godot 4.7.2. It missed: cast a physics ray, wait for a signal or a timeout.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

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Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second.

Measured by Flockbay: the same tasks, the same checks, one fix allowed with the test output.

Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second., checked 18 October 2026
ModelFirst tryAfter one fixAgentRun onRead from
Claude Opus 5.515 of 1515 of 15Claude Code2026-10-06Claude Opus 5.5 results
Claude Sonnet 5.515 of 1515 of 15Claude Code2026-10-06Claude Sonnet 5.5 results
GPT-6.1 Sol15 of 1515 of 15Codex2026-10-06GPT-6.1 Sol results
DeepSeek V4.1 Flash15 of 1515 of 15Hosted, by API2026-10-18DeepSeek V4.1 Flash results
Ember-115 of 1515 of 15Hosted, by API2026-10-18Ember-1 results
Gemini 3.1 Pro Preview15 of 1515 of 15Hosted, by API2026-10-18Gemini 3.1 Pro Preview results
Muse Wonder15 of 1515 of 15Hosted, by API2026-10-18Muse Wonder results
Kimi K315 of 1515 of 15Hosted, by API2026-10-18Kimi K3 results
GPT-5.6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-5.6 Luna results
GPT-6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-6 Luna results
Hy4 preview15 of 1515 of 15Hosted, by API2026-10-18Hy4 preview results
Pareto 26.1015 of 1515 of 15Hosted, by API2026-10-18Pareto 26.10 results
Claude Haiku 5.514 of 1515 of 15Hosted, by API2026-10-18Claude Haiku 5.5 results
MiMo-V2.6-Pro-UltraSpeed14 of 1515 of 15Hosted, by API2026-10-18MiMo-V2.6-Pro-UltraSpeed results
GLM 5.214 of 1515 of 15Hosted, by API2026-10-18GLM 5.2 results
DeepSeek V4 Pro 081314 of 1514 of 15Hosted, by API2026-10-18DeepSeek V4 Pro 0813 results
GPT-5.414 of 1514 of 15Hosted, by API2026-10-18GPT-5.4 results
MiniMax M313 of 1514 of 15Hosted, by API2026-10-18MiniMax M3 results
Qwen3.7 Max13 of 1514 of 15Hosted, by API2026-10-18Qwen3.7 Max results
Fugu Max13 of 1514 of 15Hosted, by API2026-10-18Fugu Max results
Beam 1.0 501B A23B12 of 1514 of 15Hosted, by API2026-10-18Beam 1.0 501B A23B results
Mistral Large 412 of 1513 of 15Hosted, by API2026-10-18Mistral Large 4 results
Claude Haiku 4.511 of 1514 of 15Claude Code2026-10-06Claude Haiku 4.5 results
Nemotron 3.5 Super VL11 of 1514 of 15Hosted, by API2026-10-18Nemotron 3.5 Super VL results
LongCat 2.011 of 1513 of 15Hosted, by API2026-10-18LongCat 2.0 results
Grok 4.311 of 1513 of 15Hosted, by API2026-10-18Grok 4.3 results
Laguna S 2.19 of 1512 of 15Hosted, by API2026-10-18Laguna S 2.1 results
Nova 2 Lite2 of 154 of 15Hosted, by API2026-10-18Nova 2 Lite results

How the test works

Each task asks for one GDScript file with a stated API, in a fresh Godot project. Fugu Max was asked through its API, the way Flockbay reaches its hosted models: the task in one request, no tools, and the whole file back in a code block. A check scene then loaded the file and drove it on Godot 4.7.2, headless, at a fixed 60 frames per second: it pressed input actions, stepped physics, waited on timers and signals, and compared the results.

When a task failed, the model got the check's output once and could fix its file. Every task touches an API that changed between Godot 3 and Godot 4, or was added since: move_and_slide and is_on_floor, FileAccess and JSON, signals, tweens, Timer nodes, PackedScene, TileMapLayer, ray queries, AStarGrid2D, AnimationLibrary, and lambdas, which capture local variables by value.

The checks themselves are tested first: each passes on a reference answer and fails on an empty script. Run on 2026-10-18.

Fugu Max in Flockbay

Fugu Max is a hosted model in the Flockbay app's model menu, on the Indie Developer plan and above. It uses the plan's hosted usage about 21.4 times as fast as Auto.

It takes images, so Flockbay can show it screenshots of your game, and it has an effort setting in the composer, from quick answers to longer reasoning.

Move a CharacterBody2D with an input action: pass

The task: Write res://player.gd for Godot 4: a script for a CharacterBody2D that moves right at 200 pixels per second while the input action "ui_right" is held, and stands still otherwise.

Passed on the first try.

extends CharacterBody2D

const SPEED := 200.0

func _physics_process(_delta: float) -> void:
	if Input.is_action_pressed("ui_right"):
		velocity = Vector2(SPEED, 0.0)
	else:
		velocity = Vector2.ZERO

	move_and_slide()

Fall with gravity and land on the floor: pass

The task: Write res://ball.gd for Godot 4: a script for a CharacterBody2D that falls with a gravity of 980 pixels per second squared and stops when it lands on the floor. The scene gives it its collision shape.

Passed on the first try.

extends CharacterBody2D

# Ball: falls under gravity and stops when it lands on the floor.
# The scene provides the collision shape.

const GRAVITY := 980.0  # pixels per second squared

var _landed := false


func _physics_process(delta: float) -> void:
	if _landed:
		return

	# Apply gravity to build up downward speed.
	velocity.y += GRAVITY * delta

	move_and_slide()

	# Stop once we're resting on the floor.
	if is_on_floor():
		velocity = Vector2.ZERO
		_landed = true

A score label: pass

The task: Write res://score_label.gd for Godot 4: a script for a Label that shows "Score: 0" when it enters the scene, and has a method add(points: int) that adds to the score and updates the text to "Score: <total>".

Passed on the first try.

extends Label

var score: int = 0

func _ready() -> void:
	_update_text()

func add(points: int) -> void:
	score += points
	_update_text()

func _update_text() -> void:
	text = "Score: %d" % score

Save and load a dictionary as JSON: pass

The task: Write res://save_game.gd for Godot 4: a script extending RefCounted with two static functions: save_data(data: Dictionary, path: String) -> void writes the dictionary to the file as JSON, and load_data(path: String) -> Dictionary reads it back.

Passed on the first try.

# save_game.gd
# A small utility for saving and loading dictionaries as JSON files.
# Usage:
#   SaveGame.save_data({"gold": 100}, "user://save.json")
#   var data: Dictionary = SaveGame.load_data("user://save.json")

extends RefCounted
class_name SaveGame


## Writes the given dictionary to `path` as a JSON file.
static func save_data(data: Dictionary, path: String) -> void:
	var file := FileAccess.open(path, FileAccess.WRITE)
	if file == null:
		push_error("SaveGame: could not open '%s' for writing (error %d)." % [path, FileAccess.get_open_error()])
		return

	var json_text := JSON.stringify(data, "\t")
	file.store_string(json_text)
	file.close()


## Reads a dictionary previously written by `save_data`.
## Returns an empty Dictionary if the file is missing or invalid.
static func load_data(path: String) -> Dictionary:
	if not FileAccess.file_exists(path):
		push_warning("SaveGame: no save file at '%s'." % path)
		return {}

	var file := FileAccess.open(path, FileAccess.READ)
	if file == null:
		push_error("SaveGame: could not open '%s' for reading (error %d)." % [path, FileAccess.get_open_error()])
		return {}

	var json_text := file.get_as_text()
	file.close()

	var parsed = JSON.parse_string(json_text)
	if typeof(parsed) != TYPE_DICTIONARY:
		push_error("SaveGame: file at '%s' does not contain a valid JSON object." % path)
		return {}

	return parsed

Health with signals: pass

The task: Write res://health.gd for Godot 4: a script extending Node with health starting at 100, a signal health_changed(old_value: int, new_value: int), a signal died, and a method take_damage(amount: int) that lowers health without going below 0, emits health_changed when health changes, and emits died once, when health reaches 0.

Passed on the first try.

extends Node
## Health component for Godot 4.
##
## Attach to any node to give it damage handling.

signal health_changed(old_value: int, new_value: int)
signal died

var health: int = 100

var _has_died: bool = false


func take_damage(amount: int) -> void:
	if amount <= 0 or health <= 0:
		return

	var old_health := health
	health = maxi(health - amount, 0)

	if health != old_health:
		health_changed.emit(old_health, health)

	if health == 0 and not _has_died:
		_has_died = true
		died.emit()

Fade out with a tween: pass

The task: Write res://fader.gd for Godot 4: a script extending Node2D with a method fade_out(duration: float) that fades the node's modulate alpha from 1 to 0 over duration seconds with a tween, and a signal faded emitted when the fade ends.

Passed on the first try.

extends Node2D

## Fades this node's modulate alpha from 1 to 0 over a duration,
## then emits the "faded" signal.

signal faded

var _tween: Tween


func fade_out(duration: float) -> void:
	if _tween != null and _tween.is_valid():
		_tween.kill()

	modulate.a = 1.0

	_tween = create_tween()
	_tween.tween_property(self, "modulate:a", 0.0, duration)
	_tween.finished.connect(_on_fade_finished)


func _on_fade_finished() -> void:
	faded.emit()

Spawn on a timer, then stop: pass

The task: Write res://spawner.gd for Godot 4: a script extending Node that, once in the scene, adds a new child Node2D every 0.25 seconds, using a Timer, and stops after 4 children. It keeps the number spawned in a variable spawned_count.

Passed on the first try.

extends Node

## Spawns a new Node2D child every 0.25 seconds, stopping after 4 children.

const SPAWN_INTERVAL := 0.25
const MAX_SPAWNS := 4

var spawned_count: int = 0

var _timer: Timer


func _ready() -> void:
	_timer = Timer.new()
	_timer.wait_time = SPAWN_INTERVAL
	_timer.one_shot = false
	_timer.autostart = false
	add_child(_timer)
	_timer.timeout.connect(_on_timer_timeout)
	_timer.start()


func _on_timer_timeout() -> void:
	if spawned_count >= MAX_SPAWNS:
		_timer.stop()
		return

	var child := Node2D.new()
	add_child(child)
	spawned_count += 1

	if spawned_count >= MAX_SPAWNS:
		_timer.stop()

A door with states: pass

The task: Write res://door.gd for Godot 4: a script extending Node for a door with the states CLOSED, OPENING and OPEN. It starts CLOSED. A method interact() starts opening a closed door; 0.5 seconds of game time later it is OPEN. A method get_state_name() -> String returns "CLOSED", "OPENING" or "OPEN".

Passed on the first try.

extends Node

enum State { CLOSED, OPENING, OPEN }

var _state: State = State.CLOSED


func interact() -> void:
	if _state == State.CLOSED:
		_state = State.OPENING
		await get_tree().create_timer(0.5).timeout
		_state = State.OPEN


func get_state_name() -> String:
	match _state:
		State.CLOSED:
			return "CLOSED"
		State.OPENING:
			return "OPENING"
		State.OPEN:
			return "OPEN"
	return "CLOSED"

An inventory with counts: pass

The task: Write res://inventory.gd for Godot 4: a script extending RefCounted with add_item(item_name: String, count: int), remove_item(item_name: String, count: int) -> bool that removes only when there are enough and returns whether it did, and get_count(item_name: String) -> int that is 0 for an item never added.

Passed on the first try.

extends RefCounted
## A simple inventory that tracks item counts by name.


var _items: Dictionary = {}


## Adds the given count of an item to the inventory.
func add_item(item_name: String, count: int) -> void:
	if count < 0:
		push_warning("Inventory: tried to add a negative count (%d) for '%s'." % [count, item_name])
		return
	if count == 0:
		return
	if _items.has(item_name):
		_items[item_name] += count
	else:
		_items[item_name] = count


## Removes the given count of an item, but only if there are enough.
## Returns true if the removal happened, otherwise false.
func remove_item(item_name: String, count: int) -> bool:
	if count < 0:
		push_warning("Inventory: tried to remove a negative count (%d) for '%s'." % [count, item_name])
		return false
	if count == 0:
		return true
	if get_count(item_name) < count:
		return false
	_items[item_name] -= count
	if _items[item_name] <= 0:
		_items.erase(item_name)
	return true


## Returns how many of an item the inventory holds; 0 if it was never added.
func get_count(item_name: String) -> int:
	return _items.get(item_name, 0)

Load a level scene from a path: pass

The task: Write res://level_loader.gd for Godot 4: a script extending Node with a method load_level(path: String) -> Node that loads the scene file at path, creates an instance of it, adds it as a child, and returns it.

Passed on the first try.

extends Node

## Loads the scene at [param path], instantiates it, adds the instance as a
## child of this node and returns it. Returns null if the scene can't be loaded.
func load_level(path: String) -> Node:
	var packed_scene := ResourceLoader.load(path) as PackedScene
	if packed_scene == null:
		push_error("LevelLoader: could not load a PackedScene from '%s'." % path)
		return null

	var level := packed_scene.instantiate()
	add_child(level)
	return level

Paint cells on a TileMapLayer: pass

The task: Write res://grid_painter.gd for Godot 4.7: a script extending TileMapLayer with paint_row(y: int, from_x: int, to_x: int) that sets the cells from (from_x, y) to (to_x, y) inclusive to tile source 0, atlas coordinates (0, 0), and is_painted(cell: Vector2i) -> bool that says whether a cell has a tile.

Passed on the first try.

extends TileMapLayer
## GridPainter: paints straight rows of tiles onto a TileMapLayer.


## Paints every cell in the row `y` from `from_x` to `to_x` (inclusive) with
## the tile from source 0 at atlas coordinates (0, 0).
func paint_row(y: int, from_x: int, to_x: int) -> void:
	var start_x := mini(from_x, to_x)
	var end_x := maxi(from_x, to_x)
	for x in range(start_x, end_x + 1):
		set_cell(Vector2i(x, y), 0, Vector2i(0, 0))


## Returns true if the cell `cell` currently has a tile assigned to it.
func is_painted(cell: Vector2i) -> bool:
	return get_cell_source_id(cell) != -1

Cast a physics ray: pass after one fix

The task: Write res://line_of_sight.gd for Godot 4: a script extending Node2D with first_hit(from: Vector2, to: Vector2) -> Vector2 that casts a physics ray through the 2D world from `from` to `to` and returns the point where it first hits a collider, or `to` when it hits nothing. It is called from physics processing.

Failed on the first try (SCRIPT ERROR: Parse Error: Function "get_rid()" not found in base self.), passed after one fix.

What Godot 4.7.2 printed on the first try:

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Function "get_rid()" not found in base self.
   at: GDScript::reload (res://line_of_sight.gd:13)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
ERROR: Failed to load script "res://line_of_sight.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
SCRIPT ERROR: Invalid call. Nonexistent function 'first_hit' in base 'Node2D'.
   at: _ready (res://bench_check.gd:21)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:21)

A path on a grid around walls: pass

The task: Write res://path_finder.gd for Godot 4: a script extending RefCounted with find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i] that returns the shortest path of grid cells from `from` to `to`, both included, on a grid of `size` cells, never entering a wall cell and moving only up, down, left or right.

Passed on the first try.

class_name PathFinder
extends RefCounted
## Finds the shortest path of grid cells between two cells on a rectangular grid,
## avoiding wall cells and moving only up, down, left or right.


const NEIGHBOR_OFFSETS: Array[Vector2i] = [
	Vector2i.UP,
	Vector2i.DOWN,
	Vector2i.LEFT,
	Vector2i.RIGHT,
]


## Returns the shortest path from `from` to `to` (both included) on a grid of
## `size` cells, never entering a wall cell, moving in 4 directions.
## Returns an empty array if no path exists or the arguments are invalid.
func find_path(
	size: Vector2i,
	walls: Array[Vector2i],
	from: Vector2i,
	to: Vector2i
) -> Array[Vector2i]:
	var path: Array[Vector2i] = []

	# Validate arguments: grid size, endpoints inside the grid,
	# and endpoints not inside walls.
	if size.x <= 0 or size.y <= 0:
		return path
	if not _is_inside(from, size) or not _is_inside(to, size):
		return path
	if _is_wall(from, walls) or _is_wall(to, walls):
		return path

	if from == to:
		path.append(from)
		return path

	var wall_set := {}
	for cell in walls:
		wall_set[cell] = true

	# Breadth-first search, which guarantees the shortest path
	# on an unweighted grid.
	var queue: Array[Vector2i] = [from]
	var queue_index := 0
	var came_from: Dictionary = {}  # Vector2i -> Vector2i (previous cell)
	came_from[from] = from  # Sentinel: marks `from` as visited.

	while queue_index < queue.size():
		var cell: Vector2i = queue[queue_index]
		queue_index += 1

		for offset in NEIGHBOR_OFFSETS:
			var neighbor: Vector2i = cell + offset
			if not _is_inside(neighbor, size):
				continue
			if wall_set.has(neighbor):
				continue
			if came_from.has(neighbor):
				continue

			came_from[neighbor] = cell
			if neighbor == to:
				return _reconstruct_path(came_from, from, to)
			queue.append(neighbor)

	# `to` was never reached.
	return path


func _is_inside(cell: Vector2i, size: Vector2i) -> bool:
	return cell.x >= 0 and cell.x < size.x and cell.y >= 0 and cell.y < size.y


func _is_wall(cell: Vector2i, walls: Array[Vector2i]) -> bool:
	for wall in walls:
		if wall == cell:
			return true
	return false


func _reconstruct_path(
	came_from: Dictionary,
	from: Vector2i,
	to: Vector2i
) -> Array[Vector2i]:
	var path: Array[Vector2i] = []
	var cell := to
	while cell != from:
		path.append(cell)
		cell = came_from[cell]
	path.append(from)
	path.reverse()
	return path

Build and play an animation in code: pass

The task: Write res://blinker.gd for Godot 4: a script extending Node2D that, when it enters the scene, creates an AnimationPlayer child and a looping animation named "blink", 1 second long, that keeps the node visible for the first half of each second and hidden for the second half, and plays it.

Passed on the first try.

extends Node2D


func _ready() -> void:
	var player := AnimationPlayer.new()
	add_child(player)

	var anim := Animation.new()
	anim.length = 1.0
	anim.loop_mode = Animation.LOOP_LINEAR

	var track_idx := anim.add_track(Animation.TYPE_VALUE)
	anim.track_set_path(track_idx, ":visible")
	anim.track_insert_key(track_idx, 0.0, true)
	anim.track_insert_key(track_idx, 0.5, false)

	var library := AnimationLibrary.new()
	library.add_animation("blink", anim)
	player.add_animation_library("", library)

	player.play("blink")

Wait for a signal or a timeout: fail

The task: Write res://waiter.gd for Godot 4: a script extending Node with wait_for(sig: Signal, seconds: float) -> bool, a coroutine that waits until the signal is emitted or `seconds` of game time pass, whichever comes first, and returns true if the signal came first. The signal has no arguments.

Failed on the first try (the check did not finish within 10 s of game time (600 frames)) and after one fix (the check did not finish within 10 s of game time (600 frames)).

What Godot 4.7.2 printed on the first try:

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

Questions

Is Fugu Max good at Godot?
On these 15 tasks it passed 13 on the first try and 14 after one fix. Each task is small and checked by running it, so the score says whether its Godot 4 code works, not how well it designs a game.