This is really a very complex question. For what kind of game? For which mobile platforms? What is your past experience? Have you made a game before? What languages have you worked with? etc etc etc.
Godot uses it's own scripting language, or C# as a second class option. Are those languages you want to work with? Would you rather make the game from scratch? Would Unity or Unreal be better? Would a framework like monogame be better? If you are just targeting IOS maybe using Swift or Objective C would be easier and perform better.
It's true that GDScript is inspired by python, but I think it's a big stretch to say it's almost identical to python. You have to squint VERY hard to make such a claim, or not know anything about python. No generators, no context managers, classes are fundamentally different. The clearest similarities are also the most superficial, such as continuing to use whitespace for scope, or the 'pass' keyword for empty blocks. I like that gdscript is duck typed, but that's hardly a distinctive python feature.
Overall, it's more pleasant than using C++ or C#, but it is very different from python. However, what you can do is use godot-python, a native python binding extension made after GDNative was added in 3.0. Doing this gives you the most important feature of python: access to the package ecosystem. It's not like python if I can't use libraries like scipy or tensorflow for advanced math operations.
I don't disagree with you. I meant in the context that someone with a passing familiarity with Python can generally jump right into GDScript and get acquainted very quickly, which reduces the learning curve.
When I last tried it around 3.0, Godot didn't do a lot of the boring platform-related stuff that Unity does and there wasn't enough community momentum to help answer questions. Without an asset store you won't find a ton of "Easy Google Play friend list" plugins or anything like that. IMO that's what makes the other engines more mature, moreso than the renderer.