Me too, I had zero gamedev experience but found the documentation really good and the tooling and data model pretty accessible!
I didn't like GDScript - even with the bolted-on type checker it felt way too loosey-goosey[1]. But I had the feeling gamedev is just a bit different from other software eng so it's worth being open-minded about these things (plus you can always use other languages once you've got a grip on the core systems).
[1]Mainly because a) signals remain stringly-typed, and they are really important, b) you can't enforce type checking (it's just a hint in the IDE) and c) I couldn't get my whole codebase 100% type checked.*
I also felt the same about GDscript. There are ways to use c++ directly instead of GDscript, but most beginner tutorials seems not to be covering that.
I didn't like GDScript - even with the bolted-on type checker it felt way too loosey-goosey[1]. But I had the feeling gamedev is just a bit different from other software eng so it's worth being open-minded about these things (plus you can always use other languages once you've got a grip on the core systems).
[1]Mainly because a) signals remain stringly-typed, and they are really important, b) you can't enforce type checking (it's just a hint in the IDE) and c) I couldn't get my whole codebase 100% type checked.*