I disagree on this. It's really easy to answer this question. You should use the engine you understand the most, dot.
I disagree with you on your disagreement. First of all, some people don't know
any of the engines, so your advice is worthless for them. Second of all, some engines either simply don't let you do some things you might want to do, or they make them more difficult than necessary.
Furthermore, learning new things is a
good thing. Having a variety of skills is generally a big plus. Now, I don't believe that you should change engines gratuitously, but why use a hammer for a job that needs a wrench, just because you're more familiar with hammers? Unless you're OK with making something janky just for yourself, that's generally a bad idea.
Anyways, on to the original question:
Tell us what game you're working on if any, the game style (rpg, sandbox-rpg, life sim, VN, etc), your programming language, engine, IDE or code editor of choice and why you favor these over others.
Well, I'm working on an as-yet unreleased game. I'd prefer to not give out too much information about it until it's released, but since I can't afford custom art, it's largely a text game. Sort of a visual novel/life sim 70/30 hybrid. I'm sure it'll be a divisive game, where you either love it or hate it. In my opinion though, if you try to make a game that everybody likes, you'll likely either end up with something boring and vanilla or something nobody likes. Better to pick your niche and do your best to fill it.
The engine is
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/
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, with a ton of JavaScript code. (If you've played Westane's "
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" or a lot of other HTML games, it's the same engine.) I'm actually writing a modular inventory system for Twine currently that other people can use as well, since (until yesterday) I was a bit stuck on how to do one the features for the game I was working on. I started out writing the the code in
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, but I recently changed to
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for the JavaScript with the
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(and a few others, such as
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) and I'm really liking it now that I'm getting used to it. The text of the story I'm writing in
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, primarily for the spellchecking.
All of these tools are
free, by the way.
Twine is pretty much the ideal engine for what I want to do, since it's good for text games, very flexible, and it's giving me a chance to learn a bunch of HTML, CSS, and JavaScript, which I've only had a bit of experience with before. Also, since it's browser-based, you can play the games on just about anything. On top of that, I plan to use the results of the tools I'm writing for my game as part of my portfolio when applying for programming jobs. Furthermore, Twine has great support, like the
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, not to mention the author of SugarCube hangs out in the
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technical support forum, making it easy to ask him questions.
Most of the other text based game systems (
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,
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,
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, and
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) haven't had much development in the last three years (don't ask me why 2015 seemed to kill or stall most of them), but Twine and SugarCube are still being developed (heck, SugarCube got an update with new features just yesterday).
Oh, and did I mention that it's really easy to open up other Twine games if you need to see how they did something if you want to do something similar?
So, that's why Twine is my pick for games that are more text based.