I agree with the comparison to GML, but whether one finds Gdscript intuitive depends on one's existing background. I personally found it frustrating because I was used to C/C++, but with time I can see getting used to it. It's not a bad language by any means.
Also, both Game Maker and Godot share the problem of their scripting language being essentially a form of lock-in, since no one is going to use Gdscript anywhere else, and any code you write it in is no longer portable. Also, they use their own shader script rather than GLSL, which means your shaders aren't portable either.
Godot can support different languages (unlike Unity or Game Maker), but IIRC that requires recompiling the engine and may break the editor.
>Finally, one of our brightest additions for the 3.0 release: GDNative allows scripting in C++ without needing to recompile (or even restart) Godot.
https://docs.godotengine.org/en/3.1/getting_started/step_by_...
Personally i've been using this for godot:
https://github.com/GodotNativeTools/godot-d
It's been working well for me.
I compile my code and include it as an .so in my project. No recompiling the editor.
- GDScript : included by default
- C# : you have to download the Mono version of Godot (and install the Mono SDK)
- Any other language (Rust, Python, C++, D, etc...) : using GDNative
(- And of course you can also directly modify the engine source code in C++ if you need super low level modifications (like writing your own render engine))