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Also real talk, I do think GDscript is a significant win for Godot and if you're coming into it, even if you are used to and like C#, you should give gdscript a shot. The language is somewhat lightweight, like the engine itself, but being specifically designed for game development is a win.

I think people who remember unityscript might be kind of imagining that it's a similar thing (ie, just bad javascript), but gdscript really is its own thing and it's thoughtfully built for the purpose that it fulfills.

It does lack features I wish it had; I wish it had generics and a more sophisticated type system, I wish you could get the benefits of compile time type checking without having to write so many type annotations, etc. But incremental typing *is* a win for the type of programming we do!

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I also don't love the python-style syntax but I can deal with it because the semantics are generally much closer to a good dynamic language like Lua or Ruby. Godot even provides an LSP implementation as part of the engine itself!

💜 I still miss being able to work with 32-bit floats, or 8, 16, and 32-bit integers, when I jumped ship to Godot because of GZDoom's ZScript limitations at the time. Otherwise, GDScript is excellent. I'll take it over C#, if *only* so I don't worry about garbage collection complications.