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I am planning on making a 2D mobile game for iOS and Android. It will have animations (including some simple flash/light and particle effects, like in Candy Crush), but the only physics the game will need is hit-detection between 2 circles, and dragging a sprite across the screen. And the game isn't very complicated. Since these would be easy to implement on my own, I'm considering using the native iOS/Android SDKs for this (on Xamarin), with no game engine.

Is this a good or bad idea? Would avoiding using game engines, and using the native SDKs (on Xamarin) improve the performance of my game? Wouldn't fixing bugs become easier (in some odd cases) since both platforms are separated into different builds/code? Looking at games like Candy Crush, I don't see any physics involved and so believe that a game engine isn't even needed for a game like that. Any advice/suggestions would be appreciated.

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closed as off-topic by congusbongus, Josh Jun 16 '16 at 3:13

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  • "Questions about "how to get started," "what to learn next," or "which technology to use" are discussion-oriented questions which involve answers that are either based on opinion, or which are all equally valid. Those kinds of questions are outside the scope of this site. Visit our help center for more information." – congusbongus, Josh
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  • \$\begingroup\$ Why does every new game dev want to do things "without an engine"? It's masochism, unless you want to make an engine. \$\endgroup\$ – Almo Jun 16 '16 at 3:27
  • \$\begingroup\$ "[...] improve the performance of my game?" That's something you'll know when you'll have some experience. If you want to release a game, use an engine. Make it, ship it, sell it, take the money, rinse, repeat. I don't play much games, but lately I've seen someone play a game on an iPad. The game was running at 20 FPS. The guy was playing the game. This makes you realize how important the performance is (i.e. not a lot). \$\endgroup\$ – Alexandre Vaillancourt Jun 16 '16 at 11:14

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