For past jams we were using Unreal Engine. For this one we are using Godot and it's been far easier to learn. I had never done coding before and I tried learning Unreal's blueprints but I just couldn't get it it stick in my brain, which is why I stuck to being the artist. I started learning GDscript in October and have been finding it far simpler, and it has the added bonus that it doesn't take hours to package a game like UE did (we were unprepared for that with our first game jam, it's what stopped us from being able to submit our game).
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I see. I never really work in Godot, but I'm planning to try it out after I publish my first commercial game. For me the blueprint is something which made everything easy to work on. I don't need to work too much on hierarchy stuffs and with simple file management skill, I could make rather complex game systems in clean way which kinda contrary to how people represented it in spaghetti way. If GDscript is modular like how GameObject in unity works, I think I'd be able to manage just fine.