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Godot (https://godotengine.org/) has given me the best mix of freedom and helpfulness. I worked in Unity for a few years, which was terrible but popular, and have done a small amount of Unreal Engine work, and have found them to be more "enterprise"-y than I need/want. Godot is FOSS and is a really incredible community. GDScript is pretty cool (if you're familiar or enjoy Python it'll feel pretty normal), but you can use pretty much whatever programming language you like.
Godot.
C++ and SDL2 will get you a window, events, sound and other low level stuff, and you can get support for PNGs and fonts easier by including some of nothings/stb libraries[0] (rather than the equivalent SDL libs.) Maybe toss in Lua/LuaJIT for good measure.
But it's better to just pick up Godot and save yourself months of unnecessary effort.
Raylib (https://www.raylib.com) is a better API than SDL for hobby 2D game development and here's an illustrative example of why: You cannot even draw a circle in SDL.
If straying from native code then CanvasRenderingContext2D in the browser with JS/TS is good too!
I've personally had a very good experience with Haxe and Haxeflixel (https://haxeflixel.com/) although Heaps (https://heaps.io/) seems to be more popular nowadays.
Haxe is very nice as a language, can easily cross-compile to a lot of targets, Haxeflixel is heavily inspired by some Actionscript framework and has a lot of goodies. Maybe Heaps is more mature, up to date and allows for more advanced features.
I've personally had a very good experience with Haxe and Haxeflixel (https://haxeflixel.com/) although Heaps (https://heaps.io/) seems to be more popular nowadays.
Haxe is very nice as a language, can easily cross-compile to a lot of targets, Haxeflixel is heavily inspired by some Actionscript framework and has a lot of goodies. Maybe Heaps is more mature, up to date and allows for more advanced features.
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