I'm with Solomon on this one. While for bigger games +60MB or +90MB is not such of bid deal, for simple Mario, Flappy Bird and other under 10MB games this is definitely a big downside. Let not even talk about +30MB for a Flappy Bird clone on Android <5.0 . And what is with the comparison with GTA V or Skyrim, are we comparing apples with potatoes ?
Solomon
Sorry to say it but as a customer is your duty to inform yourself about a product before buying (search, ask on forums, see some finished games ... etc).
Another example is: http://www.rpgmakerweb.com/products/pro ... g-maker-mv Long story -> short: It exports only HTML5 and/or NWjs but isn't specified, you have to dig a little to find about it.
The other way to get smaller games is to go native:
Unity is arguably the best tool for indie developers, but you will need to learn coding, even if you use visual scripting like Playmaker. The same goes with Game Maker: Studio. The closest alternative to Construct 2 is Clickteam Fusion 2.5, but is more expensive and it also has it's fair amount of downsides like any other game engine.
No matter what you write here will change the fact that Construct 2 is HTML5 engine and Ashley made it clear that he will not go native like Construct Classic. So is like "Take it or leave it" or "Take what you can get".
On the bright side:
C2 is focusing only on HTML5 so you get the best performance compared to other games engines that have a HTML5 exporter.
Is fast. you can develop games really fast in C2.
You develop once and runs on anything that supports HTML5.
While HTML5 is slower than native, is supported by big corporations.
It works great on mobile browsers (iOS 8, WP8, WP10, Android 5.0) without wrapper.
There is a market for HTML5 games.
You should ask yourself:
Do I need the extra 60MB and the extra performance the native offers at the cost of more time to develop a game, or I can go with it and develop the game faster ?
Even if you decide to go with another engine, you can continue using Construct 2 for smaller projects, or for quick sketching game concepts.
Ashley
Size definitely matters, especially on mobiles or in countries where the internet infrastructure is poor. And 245kb is definitely waaaay smaller than 60~90MB.
Also, since the nw.dll is the same in all projects, can't be installed once and used by all games that uses NWjs ? To me this looks like a much better approach than integrating it in every small game.