I've build 10+ games which I am ashamed to show :)
Straight JS/html/css front-end with zero dependencies works well.
Ask for a node.js backend and can be instantly deployed as client/server or straight to html - multiplayer feels trivial.
C# Monogame works well for something heavier.
You can actually edit Unity scenes directly using the LLM as they're a readable text file which works ok, but Unity is bloatware when you can code it all yourself (it's an absolute nightmare of inexplicable bugs, do not use it. After updating to 0.62f from 0.48f my clang compiler now segfaults while building Webgl - luckily my team mate can do the builds)
The key is building exactly and only what you want and need. Make your design lean, suit the game as you are actually building it not a theoretical overengineered masterpiece - refactors are cheap later, but bloat will kill your project.
Straight JS/html/css front-end with zero dependencies works well.
Ask for a node.js backend and can be instantly deployed as client/server or straight to html - multiplayer feels trivial.
C# Monogame works well for something heavier.
You can actually edit Unity scenes directly using the LLM as they're a readable text file which works ok, but Unity is bloatware when you can code it all yourself (it's an absolute nightmare of inexplicable bugs, do not use it. After updating to 0.62f from 0.48f my clang compiler now segfaults while building Webgl - luckily my team mate can do the builds)
The key is building exactly and only what you want and need. Make your design lean, suit the game as you are actually building it not a theoretical overengineered masterpiece - refactors are cheap later, but bloat will kill your project.