is construct more of a hobbyist and early teaching tool than a full development platform?
Im interested in anyone's thoughts, thank you Andrew for giving me a place to ask
For us as well (devs of Insanity's Blade, and our next game which was prototyped with C2 but ported to Unity and is currently over 250% funded on Kickstarter for desktop + console) the engine has proven to be "great for prototyping / hobbyist / teaching" more so than actually publishing commercial games.
Even on just Steam/Windows PC, we have had a slew of bugs hit our Insanity's Blade customers that were "Node Webkit/NW.js" or "Chromium" or "AMD graphics card" or "Intel graphics card" issues. Mac OSX and Linux export broke for us after the game went over 500MB in size. Then there's the performance concerns (especially when customer GPUs were not supported), which is considered pretty unacceptable in Steam reviews from customers running anything less than a modern-ish 3D gaming PC ("arcade machines in the 80's didn't have a problem rendering sprites and scrolling the screen, why does this?" being a common line of argument). Also +1 for WiiU comments, without WebGL an action game becomes a major no-no.
Of course, none of these were fixable by Scirra, so they would be talked down as "go talk to Google" or put it into "closed bugs" sections, which feels like the wrong way to approach your paying customers (we're not beta testers when we're using a Stable build of C2, and it doesn't say "Early Access" on Steam or the Scirra website). That simply can't happen when it comes to C3 subscriptions!
If Scirra came out and said "Yes, Construct 2/3 is intended to be web-only for computers, small-scale commercial or otherwise hobbyist game dev, with a few other platforms possible for some apps as a bonus", I think a lot of serious developers would still keep using C2 for prototyping and be much happier with the product.
I know it's not as easy as it sounds, but if Scirra made a "ConstructLite" editor for Unity (C2 editor + Unity export) that'd be pretty amazing. But, after spending a year porting to Unity / C# anyway, it's really not that much harder aside from the time costs of switching engine (a one-time cost), as most of the code is copy + paste + edit once you've written it once. Logic is logic and once you learn the syntax of a language you're good to go.
All that said, I love Construct, I have since Construct Classic early betas. I switched to it (and away from Clickteam products) from the very first moment I saw it, and back when I was a hobbyist the bugs were OK, I understood it was freeware open source software made by a group of awesome students. When Construct 2 was in beta (before native export was thrown off the table in discussions) I figured the issues there were fine too for a small two-brothers company.
But as a commercial developer, it's about what makes the best product for *my customers*, and that means looking elsewhere. Even though Construct is still a lot better to me than some other engines used by indies, it doesn't mean they can't improve in the same way Construct will, so keeping an open eye is important.
Construct 3 is a bit upsetting to me personally, but that's because when I wanted better runtime/exports, Scirra gave us a (better? can't really tell yet, but I do realize it's still in beta) editor yet again. That's entirely their call, and I seriously admire that they were able to pull it off in HTML5. The tech will probably be there someday, and maybe I will be using it again at that point.