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It worked surprisingly well.
But you should try to tie movement to time to avoid framerate changes affecting the physics.
One way to do this
position.x = position.x (velocity.x * time_since_last_frame)
position.y = position.y (velocity.y * time_since_last_frame)
So if you have 30 frames per second, each frame moves you 1/30th as far
at 60 fps each frame moves you 1/60th as far.

this makes velocity.x a value in pixels per second, easy to visualize speeds even before testing them.

godot has a built in delta value, although there will be a way to do this in any system. I once coded an unreleased game project using java and got the time since last frame manually via time stamp and subtracted the previous timestamp to get the frame time.(which might glitch at midnight but hay :P)