If you prefer, there's also a collection of Godot games on Itch.io: https://itch.io/games/top-rated/made-with-godot
Personally, I highly recommend checking out Cruelty Squad: https://store.steampowered.com/app/1388770/Cruelty_Squad - It's a fun game with a unique art style.
[1] Desktop: https://www.youtube.com/watch?v=UAS_pUTFA7o
[2] Mobile: https://www.youtube.com/watch?v=xF3QiQfQxeQ
The lack of easy testing made me not use it. There were a couple testing plugins users had made which could kind of do unit and integration testing but they were super finicky.
I should add that I was specifically trying to use c# ecosystem for godot at the time and their plugins for testing. Since I ended up with Unreal I'm refreshed enough in c++ that I might check Godot 4.0 out this weekend again.
Unity had unreal are both excellent million $$ packages you can use for free(ish) that come with integrated editors and asset pipelines, massive plugin/package ecosystems and even one click playable templates.
What more do you want?
It takes too long to open the editor? Cry me a river! What do you want, a lean editor / hit code reloading / functional code only / truely free? Look at bevy or Godot.
I mean come on, this is the golden age of indie development for games, where literally anyone can make a game in like a days effort following a YouTube tutorial.
The tooling is bad. Pppohhfhfhfhfhttt.
This is like some saying they don’t use the internet because the speeds are too slow when they don’t have a free optic fibre literally from the provider to their door step.
Yeah but will it be good? I'm betting on no.
Making game software is only half the problem, everything from high-level concept to tweaking spreadsheets is a genuine craft that is often neglected.
The latest of which was Iris (to be fair, it is in an early state, but it is a major improvement to ue4's replication), there are some baffling design choices that deliberately made it way harder to make custom serializers for networking.
It's not all sunshine and rainbows. It mostly depends on if you walk the well trodden path or not.
Löve is super fun, lua is cool but at some point it gets tiring to get more advanced things working. For 'simple' things you can't go wrong.
Haxe is amazing (I learned flash after it was dead o.O) several different frameworks to choose from, many plugins kinda dead but still big community. Compiled to everything you need, some Frameworks even have console targets.
However this coming from someone who hasn't released a real game yet.
Unreal just provides the source code and you compile it yourself, and there are community solutions for different distros.
I am not a super fan of C# but if you are more into that there is also Monogame/FNA, but I haven't used those - I did use XNA back in the day and they seem very similar.
I actually use AGS though.
i change the engine regularly and it compiles in 30 seconds. good linux support, nice api, and it’s fast.
the engine is compiled as a part of game source. this feels like the right way. it’s all one thing.