Thanks, dude! I used Godot mostly because I'm most familiar with it and because I tend to prefer open-source software. The biggest con of Godot as a 3D engine - in my opinion - is that asset placement isn't very straightforward. For a game jam project like this, I think the prototyping benefits of GDScript outweighed the clunky 3D asset placement. I did see someone here on itch make a plugin that solves that, and I might consider buying that later. Otherwise, I was really happy with their 3D support and - especially with an open source project like Godot - the more people use it for a use-case, the better supported that use-case will be.
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I started using Godot for a similar reason (I loved python and GDScript is similar in syntax and architecture). I've played around with it for about a year, mostly proof-of-concept stuff. For example, my last project before this was a procedural world generation system that segmented land into continents and then into faction territories. This was my first asset-centric project. Most of my other stuff is just toying around with computational problems.