@exofrenon Thanks! Godot doesn't provide a CRT filter out of the box, but you can do a lot with shaders. The explosions were made in another software, Spritemancer, which is really cool for particle effects. I added some variance by randomly rotating the sprite.
The Node/Scene system in Godot is really cool, treating everything as a Scene was weird at first but in the end it makes a lot of sense. The ease to create and use async methods was also something great to note about the engine. It was exceedingly ease to create timers and wait for them, and sync stuff up. Developing the coyote jump and buffered input to the character controller was very easy because of that.
The tilemap system is something a few people complain about, but I actually found it super easy to use. The only thing that I'm still not 100% sure yet is how references are saved/shared. I still need to delve a little bit on that.
I still use Unity a lot, but the process of migrating for the jam was rather smooth. I don't love dynamic languages but GDScript is so well integrated with the editor that it completely makes up for it. On the other hand, I still prefer Unity's ShaderGraph, and I like how Unity handles texture importing. Seriously though, I think what captivated me the most was the sheer speed of the engine. Iterating was SUPER fast - Unity can be fast if you setup some specific settings and stuff, but it doesn't come close to the level of iteration I was able to get with Godot. Exporting to the web was fast and painless, even with Godot 4.1.
I'm seriously considering using Godot for my personal projects, and not only for jams. I'm glad to see the hype train around it, and it is really nice not to put all my eggs in a single basket.
Also, thanks everyone for playing!