I disagree, multiplatform support is true, though I do see a huge FPS drop in my tablet game. I can say that simple tablet games run very well for me. I do use XDK, and I am publishing to Steam, with NW.
I know that my desktop game runs circles around my tablet game. The more I look to android the more I think possibly Paper2d or Unity may be my solution for mobile. But for the price C2 has delivered imho. Cost performance has to total into everything for me. And when I started Unity was over priced(still is imo) and Paper2d did not exist.
I don't see a problem with anything people are saying but I do try and put myself in the other pair of shoes. Not defending because I do not know Ashley. But he and Tom have proven to be invested in C2, and the community support is amazing, for such a small group of insanely Knowledgeable People to actually share a TON of stuff is rare. These are the reasons I will most likely stay with C2/3 for the Adventures of DaKoo games, be it PC or mobile, even after it's release. The challenge for me then becomes about working within the given limitations, be it mine or C2. Making sure I only add features that I can pull off.
I will say that making Adventures of DaKoo has taken considerably longer due to the constant changes. But I find things have been improving considerably since I started, with few exceptions.
The Games design must take into account the tools being used, this is something I did not consider when I first started. This is something that is very hard for a first timer like me. I want everything. Since I got most of what I wanted and C2 did get me to greenlight I am ahead of the curve with the 100 dollar purchase. Truely I really love it, but like I said before there are a few things I pine for;)