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That said, godot is a general purpose engine, so it's kind of like "jack of all trades master of none". It can do common tasks like rendering a scene or syncing data over the network, but everything game specific you will have to make yourself(or use premade assets)
I never used GODOT. only game maker studio for couple hundred of hours.
i'm not familiar with godot strengh and weaknesses
I'm not planning to make my first game big as those games its just theorhetical question, because If I made big game someday it would be something in that direction.
AI to make turns logical turns?
Its not 3D, no physics, not much fabulous particles.
Does it mean "difficult"? If so, difficult for who or what? The programmer? The artist? The animator? The CPU? The GPU?
Actually, the scope and/or scale of the project might just be the "hardest" thing about making anything. What I mean is, "scope creep" (adding a little bit more and a little bit more and a little bit more over time) has destroyed more games than I can count - before they ever launched.
Speaking only for myself... the hardest thing about game development is always "getting started", with "finishing" being a close second. I have idea after idea, and sometimes I even write them down... but then it comes to the "make it go" portion of the exercise, and I'd rather be doing almost anything else. Once I finally do start working on a project, it's then difficult to stop; there's always "just one more thing" to add, or tweak, or fix...
Getting back to your question... Actually, you might be asking the wrong question. If you want to make a turn-based game, you should probably start with "what is a turn?" and describe what it is and how it works. This will give you your first "mechanic".
Flesh it out from there.
Is there movement? How does movement work?
Is there combat? How does that work?
What is a "move", what is an "attack"?
Is there a hit chance, and if so then what does that mean in game terms?
If characters are not instantly destroyed when attacked, how many "hits" can they take? Does it vary? If so, how does it get changed? Character class? Equipment? Actions? How do those work?
... It's honestly an entire warren of rabbit holes, and that's before you even start working on code or assets.
I guess what I'm saying is: the hardest part about game design might be... well... designing the game. That is, turning the abstract plan into your head into something concrete, breaking down the concepts into pieces small enough so you can actually make or do them. Even once you have a good plan, the making, doing, and/or finding of all the things is its own challenge. Not just game mechanics, but art, animation, sound, music... it can get overwhelming.
All of that being said, if you've used Gamemaker Studio "for couple hundred of hours", then you've got a good start. Godot is "one level deeper", so to speak; instead of telling the engine "move this guy here", you have to tell the engine how to "move this guy here". It's a bit more complex, but that comes with the bonus of being able to make it do exactly what you want, exactly how you want... you just have to figure out what that is, and then how to make it happen.
For the "make it happen" bit, start here.[docs.godotengine.org]
Of course if you want to make something completely new, or not be subject to other restrictions, this approach is not going to work,
with strategy games the difficulty of balancing multiplies tenfold since you're always at risk of a game regressing into a slow-roll steamroll for the players who got the upper hand early on, and vice versa.