Popular games like Undertale and Spelunky were made in Game Maker, FFS. There is no "better or worse" only "more or less appropriate."
Also consider Godot. It's open source and you can compile support for multiple scripting languages into it.
there was another fantastic turn based strategy game released around a decade ago -- "solium infernum" -- i think this was implemented in some kind of commercial multimedia thing (an adobe product?) by one developer. it had a fascinating system of diplomacy and warfare -- each player was a competing prince of hell, and you weren't allowed to just attack people, you had to have an appropriate pretext (e.g. another player had insulted you, or had refused your unreasonable demands to give them tribute) and set limits to how long the war would run for, and declare up front what your goals for the war were (e.g. capture a particular enemy city). it was fascinating game with a great theme, and crazily enough supported multiplayer via play by email. i played a game with some people that was great fun but took about 3 months to complete, with a few occasions where i'd spend hours before taking a turn trying to grind out the different odds to figure out the best tactics for a particular engagement, or if it was worth taking a certain gamble.
from a tech perspective, the engine wasn't really worth discussing, but it let one developer implement and ship their vision, and the result was pretty great.
edit: there's a pretty good old "programming in the twenty-first century" blog post - "Write Code Like You Just Learned How to Program"
https://prog21.dadgum.com/87.html
(not to argue that either of the games i've mentioned are technically inferior, but the engine tech is entirely secondary to delivering a high quality game with a good experience)
If you're asking this question you need to learn more, think more, do the minimum research.
The hacker news community tends to be more programming/math focused and the summary we get here will likely be unique and insightful.
As such, It will be hard for anyone to answer meaningfully without more context: What kind of game do you want to write, what skills do you currently have, what do you want to learn from this project, etc.
It seems that Unreal Engine is a better choice (Mass Effects, for example), but its pure C++ (with lua scripting), which means x3-4 as much of code, and trickier interoperability.
I dunno, tough choice. Good luck with your project!
https://store.steampowered.com/app/261570/Ori_and_the_Blind_...
http://dcgi.felk.cvut.cz/projects/pacman-benchmark/thesis-co...
FWIW it's a good piece of code, and i like it.
Album on bandcamp, but feels much better in the game: https://garethcoker.bandcamp.com/album/ori-and-the-blind-for...
For example the C++/drag and drop scripting in Unreal I dislike.
Where I dislike unity's subscription model, and some of the newer features don't quite work as nicely as they could. (I've been using unity since the early days)
CryEngine/Lumberyard looks horrid (IMHO) when I last looked at it.
So while YMMV, I'd suggest that you do a "proof of concept/minimal project" that covers some significant features of your game, and get a feel of the workflow, and go with the one that everyone can get along with.
.oP
As in it's so poorly optimized it will eat any GPU, or it can do bleeding edge stuff no GPU can support?
Since DirectX 10 they have the tradition of being one of earliest supporting new DX versions.
It all comes down to your use case: Are you trying to learn game development or are you developing the next AAA-Title with hundreds of developers? Which platforms are you targeting? Are you willing to pay for the engine and/or the assets?
I took one day and tried to make the same game with Unreal, Unity and Cocos2d-x. See which engine I could get the farthest with. It turned out it was Cocos2d-x. (http://cocos2d-x.org)
If I decide to start a new game in the future I will repeat the same test adding GoDot into the mix and see how I feel about each one.
Other than that, it really depends on your team.