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This was our first time developing with Godot, and using a GI probe on the map has three different lighting settings to juggle: dynamic range, spread (or something like that), and energy. There was always a 'notch' in the settings that would separate the lighting from being bright and ambient to dark and shadowy. For this game I picked dark and shadowy, however I think bringing the energy way down and the spread up might bring out some of the finer details and split the difference a bit. Also Giant Killer Squirrels coming out of the shadows was sort of freaky to us and we liked the darker vibe. 

On a tangent, I think Godot 3.4 is mainly focused on 2D applications and the support has been focused on that aspect of the engine. We encountered some strange hiccups in the 3D world, mainly around lighting and physics, but overall liked the quirks or at least found ways to make them fun.