I think Godot will be an excellent choice for starting. I'm just evaluating it to do my next mini-game, and have been working through tutorials / testing 3d skinned model import.
I also used Unity for the previous mini-game and while Unity has many commendable properties (and a wealth of tutorials), the words I would use in comparison to Godot would be things like 'incoherent', 'bloated', 'slow', 'mess'. Perhaps this is partly because at the moment Unity has more features / custom addons which don't necessarily work well together, whereas Godot is younger, more focused and hasn't had the opportunity to make so many design mistakes as Unity. But it is hard to deny, putting on my 'software engineering' hat, Godot (to my eyes) simply seems a far more proficiently written piece of software.
Godot also nicely wraps up everything into one simple package, the gd script editor is built in and has autocompletion, debugging etc, no need to install other editors / .net frameworks etc etc. I don't know about on windows, but on linux the entire thing (engine / editor / help files etc) is installed as an elegant single 49 meg .appimage, which is fantastic.
That said, I haven't gone through a project life cycle with it yet, and am expecting to encounter bugs / the need for workarounds, particularly because I am using 3d which may be more in a state of flux (and hasn't been proven with a large number of games). The 2d part of the engine seems to get glowing reviews though.