The other comparisons in this series are 3D heavyweight bouts. This one is different. GameMaker and Godot are both superb 2D engines, and choosing between them is less about raw power and more about philosophy: pure specialism versus free-and-flexible.
If you are not yet sure a 2D-focused engine is what you want, the first-engine guide zooms out. If you have narrowed it to these two, let's settle it.
The short version
GameMaker has spent decades doing one thing extremely well: 2D games. Its track record is absurd for its size, with Undertale, Hyper Light Drifter, Katana ZERO, Nuclear Throne and Hotline Miami all built in it. Godot is the free, open-source all-rounder with a first-class 2D pipeline that also happens to do 3D.
Pick GameMaker for focused 2D with the smoothest no-code-to-code ramp. Pick Godot for a free, open tool that won't box you into 2D forever. Now the detail.
Licensing and cost
Godot is free and open source under the MIT licence. No tiers, no fees, no revenue share, no catch. You own it outright.
GameMaker offers a free tier to learn and build with, and paid options for commercial release and console export. Its pricing model has shifted more than once over the years, moving between subscription and other structures, so check the current terms before you plan a commercial launch.
Edge: Godot for simplicity and permanence.
2D workflow
This is the heart of the matchup, and it's a close one.
GameMaker's entire being is 2D. Its room editor, sprite tools and 2D-specific conveniences are refined by decades of focus, and the result is a workflow that just feels made for the job. For a lot of 2D developers, that specialism is exactly the appeal.
Godot's 2D is also first-class, built on a dedicated 2D renderer and node system rather than a 3D engine wearing a flat hat. It is flexible, clean, and extremely capable. There is no 2D game GameMaker can make that Godot cannot.
Edge: Too close to call. GameMaker for refined 2D-specific polish, Godot for flexible 2D power.
Scripting
GameMaker gives you a drag-and-drop action system and its own language, GML. The pairing is one of the best beginner ramps anywhere: build logic visually to get moving, then graduate into GML when you want more control, all without switching tools.
Godot uses GDScript, a game-focused language that reads almost like plain English and is tightly woven into the engine. It skips the visual layer but is itself a very gentle first language, and Godot also supports C#.
Edge: GameMaker for the visual-to-code ramp, Godot for a clean scripting-first experience. Your preference decides it.
3D
Not really a contest, because they are aimed at different things. GameMaker is 2D by design; it has some limited 3D capability, but nobody chooses it to make a 3D game.
Godot is a full 3D engine as well, and its 3D took a major leap in the 4.x releases. If there is any chance your ambitions drift into three dimensions, Godot means you will not have to change tools to follow them.
Edge: Godot, if 3D is ever on your horizon.
Track record and community
GameMaker's hall of fame is remarkable, and it is proof that a focused 2D tool can produce genre-defining hits in the hands of small teams. Its community and learning resources are mature and 2D-centric.
Godot's community is large, fast-growing and famously welcoming, its documentation is strong, and being open source it has an unusually engaged contributor base. Both are well supported; they simply attract slightly different crowds.
Edge: Draw.
So which one?
- Choose GameMaker if: you are certain you want 2D, you like the idea of starting with visual actions and easing into code, or you want a tool with a proven hit-making pedigree in your exact genre.
- Choose Godot if: you want a free and open toolchain, you might one day want 3D, or you prefer a clean scripting-first workflow with no licensing tiers to track.
You can't go far wrong with either. Both are beginner-friendly, both ship real commercial games, and both respect a solo developer's time. If you want to hedge toward flexibility, lean Godot. If you want to commit fully to 2D craft, lean GameMaker.
The library outlives the engine
Whichever you choose, you will gather a pile of assets: sprites, tilesets, sound effects, fonts, the packs you download and mean to use one day. That collection is the part of your work that survives any future engine change, because your art and audio are just files while your GML or GDScript is not.
AssetHoard keeps that library previewable, searchable and organised in one place, sitting beside whichever engine you pick. It reads native project formats from both GameMaker and Godot, previewing sprites, tilesets, sounds and fonts straight from your projects, so the same tidy library follows you whichever way this decision goes.
The rest of the series: Godot vs Unity and Unreal vs Unity.
Mark
Hero photo by Jacob Culp on Unsplash.
Frequently asked questions
Both are among the best 2D engines available, and either can ship a polished 2D game. GameMaker is relentlessly 2D-focused with a long history of hit titles and a very smooth path from visual actions into code. Godot is free and open source, has an excellent dedicated 2D pipeline, and can also do 3D if you ever want it. The better choice depends on whether you want pure 2D specialism or a free, flexible tool that scales into other dimensions.
GameMaker has a free tier to learn and build with, and paid options for commercial and console publishing. Its pricing has changed several times over the years, so check the current terms on GameMaker's site before starting a commercial project. Godot, by contrast, is entirely free and open source with no tiers, fees or revenue share of any kind.
Both are beginner-friendly scripting languages designed for game development. GameMaker's GML pairs with a drag-and-drop action system, so you can build logic visually first and move into code gradually. Godot's GDScript reads almost like plain English and is tightly integrated with the engine. Most newcomers find either approachable; the deciding factor is usually the surrounding workflow rather than the language itself.
Yes. Godot's 2D pipeline is fully capable of the tight, responsive 2D games GameMaker is known for, from platformers to top-down action to pixel-art adventures. GameMaker's decades of 2D focus give it some very refined 2D-specific conveniences, but there is no category of 2D game that Godot cannot make.
If you know you only want to make 2D games and value the smoothest ramp from visual logic into code, GameMaker is a great first engine. If you want a free, open tool that also leaves the door open to 3D later, Godot is the safer long-term bet. Both are far friendlier to beginners than the heavier 3D-first engines, so you can start with either without regret.
