Definitely more for hobbyist projects, it shares lots of the features that got me into programming in general.
Features:
- the .png image aka "cartridge" also contains all the code to run the game.
- built-in tools for editing code, music, sound, sprites, maps
- community of shared games where all the assets of the game are immediately editable by the players. A game hacker's platform.
That last point can't be overstated. Hear some music you like in a game? You can modify the score and add it to your game. Playing a game but somethings not quite right? You might be able to do the necessary edits with your game controller. Want to "cheat" your way past that last boss? Edit the boss.
It's the sweet spot between playing games and making.
The more serious answer is that it heavily depends on your skills, the goals of your game, and your constraints. Knowing nothing about any of those, Godot seems like the clear winner.
The sprite, tilemap and animation blending functionality alone are worth it, just grit your teeth and put up with gdscript (edit - or use C#). And it exports to the web anyway.
Unfortunately for me anyway, I'm using the Steam version which doesn't support C#.
Javascript engines are going to be inferior to any proper engine and offer less portability.
To add another option to the others, https://www.monogame.net/showcase/ is fairly popular.
It's probably worth running through a tutorial in each and seeing what clicks for you if you have no experience.
[0]: https://twitter.com/monolithofminds/status/12599133551769272...