Ok, maybe I shouldn't give my 2cents right now, as I'm a real C2 newb. BUT my head being full of ideas, having enough programming knowledge to theoretically be able to finish a game in a 'normal' programming framework, I never was able to really finish a game. Why? Clustered and little free time (children... young children, etc..)
I actually finished an app with gamemaker years ago (the old version), but it was tedious and took me a realy long time.
Now with C2 I'm progressing at such a fast pace every day, like I never would have imagined. That's really really motivating. And it's by no mean simply drag&drop. No, I refactor every time a little milestone is reached.
So, in terms of getting things done C2 is a godsend for me.
That said, I know that I won't be able to do all types of games I would like, but that's ok, every tool has its defined purpose. That's why I learn Unity 3D, too. But it's 95% C2 and 5% Unity.
Of course, the main purpose for having bought C2 is being able to actually produce sellable games. And that's the little concern I have. Little, because I tested some Android and iOS games and they were working and mostly fun, with and without adds. So it's doable. The whole process could be more streamlined and dummie-safe, but when you rely on 2nd hand services it may cause grief, like cocoonjs does. Ashley was confident that they would prove to be an essential service, but helas, it didn't happen and everybody here feels let down.
What to do? Difficult. Concentrate on the base stuff of C2 and hope that very soon a working solution will emerge? I think that's what Ashley is actually doing right now. My idea (right or wrong) would be to help out an open-source solution like Ejecta. Maybe even paying someone from the Ejecta-Team, so to better influence the direction it's heading.
Whatever, I'm happy to see my game grow steadily and at good pace, so I'm confident to have it released this year.
I haven't encountered any deal-breaking show-stoppers inside C2 yet, so it can't be that bad