There isn't really a comparison to be made between MonoGame and Godot. MonoGame is for programmers. Godot is for people who want to make games but don't care for programming and would rather use a GUI for development. Godot locks you into the Godot way of doing things. MonoGame is a thin cross-platform abstraction over platform APIs for sprite rendering, audio playback, input, and font, leaving you to build your game engine yourself however you like.
I think the greatest flaw in MonoGame, however, is that their cross-platform abstraction notably excludes web. Given how relatively thin MonoGame is, I think you're better off building your own framework that supports compiling to WASM as well, if you have any experience as a developer already. It is what I did and took some effort but was pretty well doable and didn't take all that long, and the payoff of being able to share your games instantly in the browser for anyone to play with just a click of a link is so worth it.
The other notable flaw in MonoGame is that the content pipeline thing it has is horrendous. When I tried it, I ended up simply bypassing using that pipeline at all. They are currently in the process of reworking it completely, I believe, but I'm not sure when that's supposed to release.
Maybe the value in MonoGame is that it does support consoles, though; I have no idea what developing for console is like, and only target web/computer/phone OS platforms myself.
>Godot locks you into the Godot way of doing things. MonoGame is a thin cross-platform abstraction over platform APIs for sprite rendering, audio playback, input, and font, leaving you to build your game engine yourself however you like.
That might be changing: https://github.com/godotengine/godot/pull/110863
Besides, there's a lot of value Unity, Unreal and Godot provide besides just the GUI in ways similar to and different from MonoGame.
Could you elaborate in how you've built your own framework for making your monogame project available in web?
I've been using KNI but it's been a real headache getting my game to run on itch.io.
> Godot is for people who want to make games but don't care for programming and would rather use a GUI for development.
You can write a lot of code when using Godot and mix that with capabilities provided by their editor.
You never have to use editor features, but can use them to avoid wasting time reinventing the wheel.
Your comment is like saying that game engines are used by people who don't care for programming and would rather make a call to handle physics interactions.