That fella has aura for days lol, I think that axe mechanic could be very nice feeling with a few tweaks, such as the ability to catch it in the air or get some extra options on the way back. Don’t hesitate to share you experience with the engine!
Truly incredible amounts of flexing from the fella, yeah. And glad to hear that the axe mechanic feels like it's missing something -- we cut A LOT from the game in order to submit what we had, including some aerial axe interaction for the character we got in there! (We're all quite new to this jam thing/game dev (let alone fighting game dev) and uh, let's just say I learned a lot about scoping projects of this sort responsibly haha)
Engine-wise, we would never have gotten as far as we did without it. I do wish that I could've gotten variables other than integers to work, and the flag/targeting system wasn't always quite understandable to me, but there were a shocking number of times where I looked at some docs, thought about what the basic principles behind it probably were, and then it just worked. It was a bit painful to navigate after the tutorials dropped off pretty early, but hey, you and the wonderful community on the discord were willing to put up with my constant pestering about how to do anything for the first time so it worked out really well all things considered. Not perfectly supported (yet :) ), but the work you put into planning out the systems really showed, and it would've taken me an absolutely mind-boggling amount of time to try to put together something like a fighting game without an engine like Castagne. I'll say it is shockingly easy and useful to be able to override anything and everything to change how you want the game to work once you've found where to do it, even if finding the part to override when you're starting out is currently somewhere between "quite onerous" and "just ask in the Discord, you are not finding that on your own." Looking forward to the Godot 4 version!