There are pros and cons to either. Basically text is simpler to use and look good with high res stuff, but is visually poor when doing low res stuff. Spritefonts are drawn faster and give more control over the look of the text but take more setup and don’t scale up well for high res stuff.
Text object
Pros:
* simple to use. Pick a font and any character is available.
* since it utilizes the canvas’ text renderer characters edges will look smooth no matter the text size.
Cons:
* it works by the text being drawn to an image and copied to texture. So it takes up video ram and copying the image into the texture may not be the fastest.
* text looks fuzzy when full screen scaling is set to low quality. So probably not the best for low res graphics.
spritefont object
Pros:
* it works by just drawing characters as quads and using one texture. This is pretty fast with construct’s batching renderer.
* useful for low res games since you have more artistic control over the look of characters.
* very easy to use with monospaced fonts.
Cons:
* have to make a texture with all the characters you want to use.
* the texture can be fairly large with a lot of characters since the texture atlas isn’t tightly packed.
* you have to provide the spacing numbers if you want to use a variable width font. There are tools that help with that though.
* scaled the text is only as detailed as the texture. So scaling up will be blurry or pixelated depending on the sampling.