As hobbyist, if I would plan a serious project (with the goal of shipping, and a concrete idea), I'd use PhaserJS or ThreeJS, depending on 2D/3D. Mainly because JS/TS is my the language I am most productive in. And the result can be packaged to any target thanks to Electron and similar solutions. "Curious Expedition" and "Vampire Survivors" are two more popular games made with web-tech. (Although Vampire later moved…
A +1 for fantasy consoles here. I'm partial to the TIC-80. I don't have the time and energy for huge personal projects, so the restrictions keep me focused on simplicity, fun, and the joy of coding itself.
Ask HN: Favorite Game Engine?
41–45 of 45 posts
Re: Ask HN: Favorite Game Engine?
#42It has everything you need, is free and its VISUAL PROGRAMMING is fab...
Re: Ask HN: Favorite Game Engine?
#43Blender Game Engine (you will be missed, though perhaps it's the perfect time to revive it?)
Re: Ask HN: Favorite Game Engine?
#44Unpopular opinion: code-first is the best approach (for people who know how to code, ofc). Visual tools have their own quirks and special workflows that creators got to delve into for quite a long time in order to master. Code on the other way is a universal interface that coders already feel confident with and lets ideas turn into playab le prototypes real quick. That said: phaserjs, love2d, pixi.js
It's unpopular for a reason. After using tools like Fusion and spending all my time writing workarounds, I lean towards this. But can the average person with 10 years of web dev experience finish a sellable game within a year doing code-first?