If you're building a 2D game in 2026 and you haven't settled on an engine yet, you're almost certainly choosing between GameMaker and Godot. Both have shipped breakout indie hits. Both have passionate communities. And they represent genuinely different philosophies about how game development should work.
I've built games in both. My first shipped title ran on GameMaker. My third is in Godot 4. So I'm not coming into this cold, and I'm not picking a side for the sake of drama. I'll tell you what I actually think.
Quick Background: What You're Actually Comparing
GameMaker (currently on version 2024.11) has been around in various forms since 1999. It's a purpose-built 2D engine with a proprietary scripting language called GML. YoYo Games built it; Opera now owns it. The engine has shipped some of the most celebrated indie games of the last decade.
Godot 4.4 is the current stable release of the open-source Godot engine, released in March 2025. It handles both 2D and 3D, uses GDScript as its primary language (plus C# and GDExtension for C++), and is MIT-licensed. A small core team drives development, with contributions from hundreds of community developers.
These two are the most popular dedicated 2D engines for indie developers who want to write actual code. If you want drag-and-drop, GDevelop is worth a look. If you need Unity's 3D capabilities, use Unity. But for 2D, script-focused indie development? It's these two.
The Learning Curve
GameMaker's GML is a loosely typed, C-like language designed for accessibility. You can get a character moving on screen in under an hour. The room system (GameMaker's term for scenes/levels) is immediately intuitive. You add objects, assign sprite resources, write a Create event and a Step event, and things happen. The feedback loop is fast.
The downside: GML is a dead end. You won't use it anywhere else. There's no transferable skill. Everything you learn about GameMaker is GameMaker-specific.
Godot's GDScript is Python-like. If you've written any Python (and in 2026, you probably have), you'll feel at home quickly. The node/scene system takes a bit longer to internalize than GameMaker's rooms. Godot 4 is also stricter about types than GML, which trips up beginners but pays dividends once you're building something complex.
My honest take: GameMaker is faster to your first prototype. Godot is faster to your second, third, and fourth game. The investment in GDScript pays off more over time because the skills transfer to Python, and the mental model of nodes/scenes applies to other engines too.
2D Features: Where GameMaker Still Has an Edge
For pure 2D development, GameMaker has a few things Godot still doesn't match.
The sprite editor in GameMaker is excellent. You can create and edit sprites directly inside the engine, including animation strips, offsets, and collision masks. Godot's sprite handling works fine but expects you to use external tools (Aseprite, Krita, whatever you prefer).
GameMaker's built-in drawing functions are also more mature for 2D. The draw_* API is extensive and well-documented. Things like drawing primitives, custom shaders for 2D effects, and surface-based rendering feel natural in GML.
Where Godot beats GameMaker in 2D: tilemap handling. The Godot 4.x TileMap system, and the TileMapLayer introduced in 4.3, is genuinely better than GameMaker's room editor tile layers for complex maps. If you're making a Metroidvania or an RPG with large tile-based worlds, Godot is the right call.
2D physics in both engines work well for typical use cases. GameMaker has solid built-in physics. Godot's GodotPhysics engine is competent for platformers, top-down shooters, and most standard scenarios. Neither pulls ahead for typical indie projects.
Performance
For most 2D indie games, neither engine will be your bottleneck. You'd have to write truly awful code to make a top-down shooter stutter in either engine on modern hardware.
That said, GameMaker's runner compiles GML and historically produces fast executables for 2D specifically. Godot 4 uses a Vulkan-based renderer and GDScript runs through an interpreted VM. For CPU-heavy simulations (pathfinding for many units, complex physics), Godot benefits from using C# or GDExtension rather than GDScript.
For HTML5 exports, GameMaker tends to run faster in practice. Godot's web export improved significantly in 4.3 and 4.4 but still ships larger file sizes and has occasional browser compatibility issues. If your primary target is web play on itch.io, GameMaker has a genuine edge here.
Cost: The Clearest Difference
Godot is free. MIT license. No royalties, no revenue splits, no subscriptions. You keep 100% of your earnings.
GameMaker's pricing has changed multiple times over the years. As of early 2026, the Indie license runs $9.99/month or $99.99/year. There's a free tier, but it's limited to non-commercial desktop-only exports. Console licenses cost significantly more, with PlayStation and Nintendo licenses running hundreds of dollars per year on top of the base subscription.
For a hobbyist making games in spare time, $100/year is real money. For a solo developer trying to ship a first commercial game, keeping costs low matters. Godot being free isn't just nice; it changes what's financially viable for people starting out.
Community and Ecosystem
GameMaker has a long history and a dedicated community. The GameMaker Community forums, the r/gamemaker subreddit (around 130k members), and a solid YouTube tutorial ecosystem cover most beginner questions well. The Marketplace has assets and plugins, though the selection is narrower than Unity's Asset Store.
Godot's community has grown faster in the last three years than any other indie engine community. After Unity's runtime fee controversy in late 2023, a significant number of developers moved to Godot and started creating tutorials, assets, and tools. The Godot Asset Library has expanded, and the official documentation improved considerably for 4.x.
One practical difference: GameMaker's documentation is better organized for beginners. The official docs walk you through concepts in a logical order. Godot's docs are good but occasionally assume knowledge you don't have yet.
What Games Have These Engines Actually Shipped?
GameMaker's indie hit list is hard to argue with: Undertale, Hotline Miami, Hyper Light Drifter, Spelunky, Nuclear Throne, Katana ZERO, Pizza Tower, Chicory: A Colorful Tale. These aren't niche titles. Several of them redefined their genres.
Godot's commercial track record is shorter because the engine took longer to mature. Godot 4 specifically is only about two years old as stable software. But Dome Keeper, Cassette Beasts, and Brotato (built on Godot 3) are genuine commercial successes. The pipeline of Godot 4 titles releasing through 2025 and 2026 is strong.
If you need proof that an engine can ship a commercial 2D hit, GameMaker has more of it. But Godot is closing the gap quickly.
Side-by-Side Comparison
| Feature | GameMaker 2024.11 | Godot 4.4 |
|---|---|---|
| Primary Language | GML (proprietary) | GDScript, C#, C++ (GDExtension) |
| Price | Free (limited) / $99.99/yr (Indie) | Free (MIT license) |
| Open Source | No | Yes |
| Built-in Sprite Editor | Yes, excellent | Basic only |
| Tilemap System | Functional | Better (TileMapLayer in 4.3+) |
| Learning Curve | Faster initial start | Steeper, but skills transfer |
| HTML5 Performance | Better | Improved in 4.4, still catching up |
| Console Export | Paid license required | Community ports available |
| 3D Support | Minimal | Full 3D support |
| Community Growth | Established, steady | Rapidly growing post-2023 |
| Notable 2D Games | Undertale, Pizza Tower, Katana ZERO | Dome Keeper, Cassette Beasts, Brotato |
| IDE Quality | Polished, purpose-built | Good, improving with each release |
Who Should Use GameMaker?
GameMaker makes sense if you're focused purely on 2D games and want the fastest path from zero to a working prototype. It's also the right call if web performance matters (HTML5 exports), or if you're specifically targeting itch.io where quick browser playability drives downloads.
If you've been making games in GameMaker for years and you're happy, there's no pressing reason to switch. The engine is solid. The community is there. The learning investment isn't wasted.
The one scenario where I'd steer you away from GameMaker: if cost is a constraint, or if you want to eventually work in 3D. Paying $100/year for a non-transferable skill set is hard to justify when Godot exists.
Who Should Use Godot 4?
Godot is the better long-term bet for most indie developers. The language skills transfer. The engine handles both 2D and 3D. It's free regardless of how your games perform commercially. The community momentum is real and ongoing.
I switched to Godot after my first GameMaker game and I haven't looked back. GDScript is pleasant to write. The node system, once it clicks, makes organizing game logic much cleaner than GameMaker's event-based object system. And not paying a license fee means I keep more of what little money my games make on itch.io.
Godot 4.4's 2D capabilities are good enough for anything a solo indie developer is likely to build. The gap with GameMaker on 2D-specific features is real but narrower than the internet often suggests.
The Verdict
If I'm recommending one engine to a developer starting in 2026, it's Godot 4.4. The cost advantage is real. The community is growing fast. The language skills transfer. And Godot 4.x is mature enough for serious 2D work now, not "soon," now.
GameMaker is not a bad engine. Undertale is proof that it can produce something extraordinary. But for someone starting today, committing to a paid, proprietary, 2D-only engine when Godot exists requires specific justification. If you have that justification (you need better HTML5 performance, you have existing GML knowledge, you're targeting a specific platform where GameMaker's exporter is proven), go for it.
For everyone else: Godot 4. Learn GDScript. Build something small. The engine won't be what holds you back.



