When I exported a small experiment to windows, I got a 16k .exe and a small .dat file.
The launch time was a fraction of what it was for the same thing out of Unity.
There was no branding flash screen to contend with at all.
And no special install permissions were required, no signing, nothing.
So I can control all that stuff from my favorite installer creator easily.
That was awesome.
When I imported a mesh from Blender, and assigned it to a MeshInstance in my node tree in Godot, my object showed up exactly the way it was in Blender - the size, orientation and position relative to the grid lines were the exactly the same! And it didn't take long to figure out how to get a uv mapped / vertex grouped texturing working as well.
That was so nice.
It took me about 30 minutes to read the entire language description for GDScript, and by the time I was done, I felt like I pretty much knew everything I needed to know to use it effectively. It's very intuitive and simple, and yet it has everything you need and then some. I absolutely loved the fact that it is duck typed, and has no JIT or GC overhead!
That was fantastic.
The Unity web publish carries a giant payload and takes quite a while to load. I just can't make myself send that to my web publisher. I'm really looking forward to seeing what the Godot web export will be like!
If marketing matters are being discussed, one suggestion I might make is to take a long hard look at the Godot mascot/icon/logo, and think seriously about giving it the heave ho, or at least a substantial make over. Especially now that Godot is going to be becoming a little more serious contender in the 3D arena, and no longer all about 2D games. That icon yells "toy for kids," which might not be the message you want.
After 3.0 arrives, I'm hoping to see a little bit more impressive 3D work in the gallery. Right now the gallery is seriously lacking in 3D eye candy, which I would think would be pretty easy to rectify. You don't need a big hollywood style cinematic or anything. Just things like.. an HDR with some glossy game objects in it or something. A marble maze with real-looking wood and near photo-realistic marbles. A 3D spaceship scene with a fair degree of realism.
If strategic partnerships are being considered, the Ouya console platform might be decent fit, especially since Godot already has an Android export. A YouTube video or series of videos on getting a Godot game up on Ouya might be a worthwhile investment.