So, I am coming from Unity, but want to use another engine now as it is becoming unbearably convoluted, expensive and slow. Also, I want to target HTML5 for mobiles for my next game, and Unity is not anywhere close to being able to handle mobile web.
After looking at a lot of game engines, my two final contenders are Heaps and Godot.
The more mainstream choice is Godot, but I do not like GDscript (looks exactly like javascript, which I really want to avoid), and C# seems to be less supported. Also, it produces pretty large files, which is a problem on mobile. Not sure about performance, but seems Heaps is much more lightweight and wont stand in your way. I used to make a lot of Flash games before, and I like the down to bare bones approach, the Godot editor adds a lot of things I do not really need in my workflow.
I really like Heaps as it is a no-nonsense super optimized framework, and Haxe looks like a great, modern language, very similar to other languages I already know such as Actionscript and C#. Also, I love the game Dead Cells, it is a great showcase giving me a lot of confidence that Heaps is a great choice for commercially competitive games.
Some questions though:
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I want to target both HTML5 (for an easily accessible demo) and Steam. But, after creating the game for HTML5, how hard is it to build a Steam version of it? I noticed Dead Cells comes with a huge amount of DLLs. How would I know which ones to include? Any tools available for a Steam export and to connect to the Steams services/API?
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How well is the HTML5 build protected from prying eyes? From what I understand Haxe targets javascript and not webasm, so it means the game code would be quite exposed. Is there any way to protect it?
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Anyone here has experience with both GoDot and Heaps? Would love to hear your thoughts.
Thanks