Glad that you enjoyed it (so far) :D
Also, thanks for the feedback! The scaling part can actually lead to unwanted behaviour of the collision/hitbox, but when testing it we didn't encounter that kind of problem. Anyway I hope that this does not happen in your future playthrough :)
Viewing post in The Saga of Scaling Scotty jam comments
We had a very similar issue in our game (spoiler: you have to scale yourself up/down in a later level). Changing an object's scale messes with the physics engine - ours in Godot, but I remember having a very similar issue with Unity. Animating/tweening the shape of the actual collider rather than the scale of the game object usually makes it behave a little more reasonably!
Will reply once I've had a chance to have a 2nd playthrough :)
Worked with Unity for a year, switched to Godot recently because of all the Unity drama.
Godot is much less mature than Unity. That comes with it's own limitations - but also means it is much more streamlined than Unity. I was shocked at how straightforward Godot was compared to Unity in so many aspects - animating, input handling, UI design, particles, etc etc etc. just feel SO much more intuitive than Unity.
I could go on a very extensive list of all the pros and cons switching from Unity to Godot - for me personally, that list has more pros than cons. I wouldn't recommend it for any studio that wants to created polished, triple-A, 3D games (though it is certainly capable of 3D, Unreal just handles this so much better). But outside of that, I would highly recommend at least giving it a go and seeing how you feel about it! :)