Engine selection
Pick tools that match delivery target, interaction model, and team constraints. Engines serve the game type — not the reverse.
Fit questions (ask first)
- Platform: Web, mobile, PC, console, VR?
- Primary loop: Action/physics, turn-based, narrative branch, management/UI, hybrid?
- Presentation: Full-screen canvas, DOM/UI chrome, or both?
- Toolchain: No-build / ESM OK, or bundler + editor OK?
- Authoring: Code-only, or designers need Twine/Ink/Godot/Unity editors?
Architecture patterns
| Pattern | When | Notes |
|---|
| Full engine shell | Game is the canvas/scene | Phaser, Godot, Unity, Kaplay as app root |
| Renderer + custom logic | You want draw power, own gameplay | PixiJS, Three.js + your systems |
| Hybrid shell + guest | Dense UI/text + occasional skill-checks | DOM/app shell; mount canvas engines in modals/viewports only |
| Narrative runtime | Branching prose is the product | Ink, Twine; host chrome separately |
| Content-as-data | Levels/events authored as packs | JSON/YAML + thin loader; engine optional |
Web — decision tree
What type of game?
│
├── Mostly DOM / panels / forms / text UI
│ ├── + small arcade/spatial challenges
│ │ └── Hybrid: custom shell + guest
│ │ Raw Canvas/WebGL → Kaplay → Phaser → PixiJS
│ └── + branching story
│ └── Ink (inkjs) or Twine export → host in DOM
│
├── Full-screen 2D game
│ ├── Full gameplay features (scenes, physics, input)
│ │ └── Phaser 4 (or Kaplay if you want lighter/faster prototype)
│ └── Mostly rendering / custom systems
│ └── PixiJS 8 (or Raw Canvas/WebGL if tiny scope)
│
└── Full-screen 3D game
├── Full engine / physics / XR
│ └── Babylon.js
└── Rendering-focused / lighter
└── Three.js
Quick comparison (web & common exports)
| Tool | Type | Best for | Watch-outs |
|---|
| Raw Canvas / WebGL | 2D/low-level | Tiny games, learning, no framework tax | You own everything |
| Kaplay (ex-Kaboom) | 2D toolkit | Fast prototypes, jam games | Less “full product” structure than Phaser |
| Phaser 4 | 2D engine | Complete 2D features | Heavier; often bundled |
| PixiJS 8 | 2D renderer | Performance, custom game code | Not a full gameplay framework alone |
| Three.js | 3D renderer | Visuals, lightweight 3D | You add gameplay systems |
| Babylon.js | 3D engine | Fuller 3D + XR | Heavier than Three for simple scenes |
| Ink + inkjs | Narrative | Complex branching prose | Weak for real-time multi-entity sims |
| Twine / Twison / TweeJS | Narrative | Educator-friendly branches | Export/host glue; not a physics engine |
| Godot 4 | Full engine | 2D/3D indie, open source | Web export iteration cost |
| Unity | Full engine | Large teams, multi-platform | Heavy for simple web UI games |
Editor-first web shells (Construct, GDevelop) fit visual prototyping; weaker when you need versioned code-first content pipelines.
Non-web defaults (see also platform skills)
| Target | Lean toward |
|---|
| PC indie / open source | Godot 4 |
| PC large team / multi-platform | Unity |
| Mobile | See game-development/mobile-games (touch, stores, battery) |
| VR/AR | See game-development/vr-ar (+ Babylon/Three on web) |
Anti-patterns
| Don't | Do |
|---|
| Choose Unity/Godot for a form-heavy browser tool | Prefer DOM/hybrid |
| Force Ink to run real-time concurrent simulations | Use narrative tools for branches; custom/sim code for clocks & entities |
| Use Phaser as “the whole app” when the surrounding UI is HTML | Prefer a hybrid guest viewport |
| Optimize for WebGPU on day one | Ship WebGL; add WebGPU + fallback when needed |
When to Use
Use when choosing or comparing game engines/frameworks before implementation, especially for hybrid DOM+canvas or narrative-first products.
Limitations
- Does not replace platform skills (
game-development/web-games, game-development/pc-games, …).
- Final choice still depends on team skill and shipping constraints.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.