When I feel like making a small game over the weekend, I can scroll the spritesheets and get ideas just from looking at them. They're so good.
And it's a lot more motivating to work on a game when it looks so good from the start instead of using crappy prototype art I built myself.
Plus you can basically put it together in a variety of languages:
https://docs.godotengine.org/en/stable/tutorials/scripting/i...
No I'm not affiliated with Godot in any capacity. I've just had a much better experience using it vs the other previously mentioned editors.
There's also lua love and pygame for quick 2D game projects
It has support for spritesheets of course, but also Tiled map files (https://www.mapeditor.org/) which I use to build level maps.
If I'm building a game that can be implemented via the DOM (like if I don't need an update() loop), I love getting away with just using React or Elm. For example, any sort of grid-based game or board game.
I don't use Godot for browser games because (1) its browser support got worse from v3 -> 4, (2) I just want to write Typescript, and (3) it's just bigger and more complicated. Of course, the best game engine is simply the one that compels you to actually build and hopefully finish games.
Btw, give Pico-8 a shot. In a few months I'd built more games in Pico-8 than I finished across the rest of my life since the scope is so tiny.
Monogame / C# is also pretty easy, but it's definitely more in the lightweight camp.
I have uploaded several games to itch (although it's been a while) and a cool thing I found was that even with no followers back when I started making things, a decent number of people played some of my games! Nothing crazy, but I remember being delighted that the second game i ever made[1] got a few thousand plays and some actual comments.
My experience is that:
* tags matter! For example, a decent number of people seem to be looking for new incremental games and are willing to try new stuff in that category
* your primary image, title, and description matter a lot and it's worth spending some time taking a good screenshot (I'm really bad at this)
* you can upload a gif instead of just a screenshot to include a little gameplay in your title image and that might help
* participating in gamejams can help a lot because you get some guaranteed players (everyone plays each others games and rates them; maybe you get some feedback too)
I'm not sure where you are in your gamedev journey (there's a good chance you're way ahead of me and this advice is useless!) but "just make some stuff and put it on there and see who bites" was effective and motivating for me early onOpenGameArt.org (OGA) has a lot of libre/free assets (Kenney often posts on OGA):
Itch.io also has many CC0 and CC-BY licensed assets:
It looks like there's even a site dedicated to Asset Jesus [1].
[0] https://www.reddit.com/r/ThemeParkitect/comments/o63nbi/who_...
Please support him if you use his assets in your game prototypes!... Because by the time you ship a finished game, it will be too late, you'll be completely broke.
Similar business model and usefulness. A lot of free and you can purchase via itch.
I've used both to prototype many games in Unreal and have bought all their assets.
The 'no resale' clause is pretty common for asset packs, but unlike Kenney these definitely aren't CC0.
I am not even a professional game dev, just dabble in it in my free time. But having so many cohesive art assets at your disposal makes it a lot of un.
Took me a bit to find it, so for anyone curious:
"All game assets found on the asset page are public domain CC0 licensed..."
There is a small FAQ if you click Support at the page bottom.
Asset Forge is for combining 3D models into bigger models. Fun to quickly bash his various free models together to make something more complex. Also comes with a bunch of sets of building blocks. I believe he used this tool to make many of the free assets.
Kenney Shape is like a simple pixel editor, except you also set the height of each pixel and then export the result to a 3D model. Can't explain it well, but it is fun.
There's enough in there that you can quickly put together something that looks good, and it'll be pretty obvious roughly what it's supposed to be. A lot more satisfying than coloured blocks/ASCII chars/etc. - but, equally, it won't look too good.
[0]: https://opengameart.org/art-search-advanced?field_art_type_t...