I get back to the question in the title, because I didn't answer to it the first time.Godot is for either guys who can work on all aspects of a game, like indie developers (yet I'd rather call them jack of all trades), or for small teams. It has all the basic tools needed to make a game quickly. It is quite intuitive and the learning curve is not really steep. Quite good for false beginners and for amateurs with some experience in game development. For true beginners, it might be a bit challenging.Also, the engine has yet an outdated 3d engine (even if I find it good enough for me), average overall performance, and much less specific tools compared to the leaders of the game engine market. Just to say one example, Godot doesn't have a heightmap terrain editor. In fact, it doesn't even have a native heightmap component, and even less a heightmap collision body. We need to use scripts for that, which decreases performance.However, this engine is the only one compared to the leaders to have a true node system that is totally generic. A node can be anything (native component, scene, data) and can have a script, which allows, thanks to the nature of duck typing, to create any kind of structure. For prototyping and for emerging gameplay, that's perfect. Also, if I said that performance is average in godot, it is still pretty good considering the flexibility of the node system. To give a comparison, if unity had to be as flexible as godot in its scenegraph, its performance would be worse than godot's.Compared to other engines, the non leader ones, I can only really talk about libgdx, jmonkeyengine and panda3d. The 2 first ones are typically for experienced developers because they're one level lower to the machine. Godot is one level higher in abstraction. Panda3d seems to be somewhere between, allowing to do some low level tasks but still with an advanced scenegraph. You could compare it to Delphi( or rather 4D) vs Visual C++. And Delphi was quite popular until C# arrived, because it was for developers who wanted to get to the point and work on business logic instead of low level stuff, but without compromising too much on flexibility. I do think Godot has the same philosophy. And as an ex-delphi developer, I like godot a lot. As I like blender for the same reasons.