From explosions to water fountains to smoke, those demos showed me all of the neat tricks that particle effects could do. They were also very easy to make; just choose the particle effect behaviour, edit some properties, and presto! Your very own particles are displayed in the running layout. However, the particle effects were just that; neat tricks. In practical terms, they were useless features. So I decided to turn down my enthusiasm and be on my digging through the rest of the examples.
WebGL, for those uninitiated, stands for ‘Web Graphics Library’. Although it could be programmed all by itself to run a game, Construct 2 only used WebGL for distortion effects. And while these effects were neat and could be used to enhance a product, they by no means would help in the creation of a great game.
After all this I came to a conclusion about Construct 2; I liked the potential. While I would not say that the interface is geared for heavy game-producing (I prefer the classic Game Maker in terms of UI), lots of the features of Construct 2 offer are top-notch and easy to perform. Then again, individual pieces do not make a whole. My opinion will only solidify once I have become familiar with the software and put all of the individual pieces together.