Jayjay
Thanks for your input, but I'm already aware of these. Maybe I should have been more specific when I said "competition". Blurymind has consistently pointed out CTF and GM as being C2's competition. I'm just curious to know what he thinks those specific engines have, from a technical standpoint (ie., usability, features, etc.), that's better than C2.
But again, thanks for pointing those out.
From a technical standpoint, C2 is not the best choice if you want larger games that perform reliably well on mobile or console, because of the technology it's based on and mobile/console support of that technology. If your target is desktop only, C2 is fine. Not being able to export natively, and use native libraries directly (OGL, DX, etc.) is a huge issue, and makes it near impossible to predict performance across a wide range of devices, which is especially relevant on mobile. If you're doing puzzle games or runners, on mobile or web, C2 is fine. Bigger stuff? Sure, it can do it, but as soon as anything hits the rendering pipeline, even without layering on lots of shaders, effects, or particles, performance of C2 is god-awful. This may not even be a limitation of C2 itself (some definitely is, but not all), but since it's depending on 3rd-party wrappers to do, well, basically anything other than a game on a website - and even then, it has to depend on the browser's rendering tech and javascript execution speed - it quickly shows itself to not be the best choice. For example: it's exciting that (at some point) C2/C3 may support XB1 export, but Edge currently sucks at any kind of even basic shader/effect support; throwing a handful of tinted objects or, say, objects with a Multiply or Screen blending mode, and it dies a horrible, stuttering death. Which, since I use these in Sombrero, means Sombrero probably won't run very well on XB1, even though it's not REALLY doing anything that's complicated at all on the shader/effects front.
Is C2 the easiest and most flexible to use for 2D games, if you're looking for an engine that is specifically 2D? Yeah, probably. If you want to create something of high quality that can run on multiple platforms, across a range of consumer devices, and doing so with the performance expected by consumers? Not so much. Using Unity's 2D features would be the way to go, even if some of it feels super kludgey and somewhat tacked on top of Unity's 3D engine.