Did it occur to you, that this is just a project to learn godot, which, as you said, is not as limited as the libs you've mentioned? Maybe I want to write Angry Goy 3, and this time make it Open Source, so that everyone can contribute.
What occurred to me is that I wouldn't use godot for anything, but that's just me
Why not? It supports all important platforms (except consoles, but fuck 'em), it's free, and it's rather nice to use. It has good code-completion, is well documented, and supports lots of features.
First of all, what matters is what you achieve with your shit. If you're comfortable with godot, then go with godot I'm not going to try to convert you or anything. Now it goes without saying that you have to pick the right tool for the right task....
Now, to answer your question:
For a fuckton of technical reasons, starting with the server side part of the game, performances, the godot scripting language with its occult surprise bugs and shortcomings, the godot interface itself, the integration problems you inevitably run into once you do anything outside of godot, the tool chain breaking for god knows why every now and then https://github.com/godotengine/godot/issues/38268
In a nutshell, control, stability, and freedom issues that are typical of game engines
Everything isn't rosy to begin with when everything runs correctly (scrolling and animations for your experiment for instance, aren't 100% smooth and you don't know why because.... Godot does things on its own in your back), but the real shit starts the moment you experiment outside of godot's "building blocks" logic, that's when unforeseen consequences tend to blow at your face
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