From my understanding, the workflow for 2D in Godot is superior to any major commercial game engine that doesn't focus specifically on 2D (so like, all of them with the possible exception of Gamemaker Studio which I remember being very easy to use and fly with back in 2004). What's missing is the massive asset libraries, prefabs, and plugins. If your game relies on any moderately complex dynamics, you're going to have to figure that out on your own. That said, I don't live and breath gamedev so I may have some blindspots.
I currently have no ideas for games that require a 3d renderer + no free time to work on one. If I did, I would definitely try out Godot 4 though.
Word, this is probably redundant to say, it seems like you have some familiarity with the engine, but Godot's 2D solutions are really good too!
My current game-in-progress is a idle browser game, written in Blazor. So no renderer needed at the moment :)
From my understanding, the workflow for 2D in Godot is superior to any major commercial game engine that doesn't focus specifically on 2D (so like, all of them with the possible exception of Gamemaker Studio which I remember being very easy to use and fly with back in 2004). What's missing is the massive asset libraries, prefabs, and plugins. If your game relies on any moderately complex dynamics, you're going to have to figure that out on your own. That said, I don't live and breath gamedev so I may have some blindspots.