As of now, these are the four most notable
Godot Engine games:
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Similar to how shovelware games made with Unreal Engine have a distinct "Unreal Engine" look, Godot now has its own visual calling card: Low-Poly Pixelslop.
Disagree. There's more by the day, but I'll list some.
ΔV: Rings of Saturn. An Asteroids!-like, top-down 2D with parallax. Not low-poly, nor particularly low-definition outside of immersive UI. It does have purely profiteering AI slop furry and anime DLC, basically a cosmetic "supporter pack". The dev himself appears to have done it for the laughs (and for making randoms on the Steam forums MATI) (and profit). I like the hard sci-fi elements it has, even if they are largely window dressing.
Thrive. Ambitious Spore-like with a mix of 2D and 3D, and while I would expect it to fold in quite short order, it has been going on single-digit dev steam for at least
10 years, 4 of which were on Godot after switching from the previous individual component engine. That dude'll be rolling around in the Creature stage for most of his life.
Halls of Torment. Vampire Survivors clone riding high on the isometric Diablo I/II aesthetic.
Swords and Sandals Immortals. It's a Flash game ported to Godot. Vector graphics style, you should know the drill.
Then there's Lumencraft. Brotato. Blastronaut. Dome Keeper. That weird fucking Wrought Flesh shooter. If anything, I'm seeing a majority of 2D games. Low-poly, even low-definition are the minority. Pure 3D appears to be a minority, with low-poly an exception, but I have no doubt that Cruelty Squad inspired, and will inspire plenty of fetid derivative troonslop without any value whatsoever. But among all of them, there isn't any one specific "look". Notably, unlike Unity, Godot has no default UI and its asset store is primarily free-ish software libraries; you have to build graphical elements yourself, so there's no prevalence of worthless shovelware. Even among those you listed, there's no cohesive similarities or any "tell" that it's a Godot game beyond looking in the game files.
The point is: Low-poly pixelslop is absolutely not bound to any one single engine, Godot included. There's plenty of that on Unity and Unreal as well. They have their Voices of the Voids, actual PSX troonslop and others in spades. The only difference is that Godot is the relative newcomer, so it may also be used by newer projects, especially after the whole Unity pricing debacle.
Godot does, however, have the obligatory troon-leaning pozz after their troon-tweet, and might be due for a violent Code of Conduct take-over by the pastel clan any moment. It's all a bit recent to specifically attract stinkditch projects that'd come out of the pink closet, however. Fortunately, it should be open source enough to do another Audacity and fork off to brighter, troon-less pastures if anything major happens.