Dito on the above post. But I would add that It takes alot longer to get comfy with unity, but it is more powerful. by a long shot. And to be honest it is more flexible too, but you have to know how to code. You have to understand that what makes construct "easier" is that some of the things needed in a 2d game are already taken care of. But if you are in the habit of writing all your own plugins and behaviors anyway... unity is far better, and is much more extensable than construct. Contruct was made to be fast and easy to make games for those who can't or won't code. Unfortunately, much of the way contruct operates makes assumptions about what the game dev needs. I find those assumptions to be uninspiring and somewhat limiting. Based on a number of conversations with ashley, I feel construct is developed with the lowest common denominator in mind. And for something that is supposed to be easy for all, that makes sense. But it makes it hard to make unique, innovative games in the best of circumstances /:
My main project is in unity, my prototypes are in construct.
I share the sentiment. The preformed idea on how games should be made is C2 biggest obstacle. I find that there are work arounds to these obstacles. But then that requires building plugins from the ground up, that have to work around C2 Runtime engine and current plugins. This leads to the end result that plugins that open the doors for C2 require more work than what they would if they were done without the C2 system in place. It's daunting that some plugins I want to right and have started have to work around C2.
However as with the OP. I tend to find C2 base 2d game design far outstrips Unity's 2d. Also C2 game library is fantastic in comparison. Unity doesn't have much of a game library as it's mostly engine. However unity does have a good controller input library.