When comparing Phaser.io vs MonoGame, the Slant community recommends Phaser.io for most people. In the question“What are the best 2D game engines?” Phaser.io is ranked 8th while MonoGame is ranked 9th.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Great community resources
Pro Built-in Arcade Particle system
Pro Very active development
This is one of the most developed frameworks right now.
Pro WebGL and Canvas rendering modes
You can choose WebGL or classic HTML canvas element for game rendering.
Pro Good tutorials, courses and books
There are plenty of great learning resources available for Phaser.io.
Pro Super-simple loading of assets
Pro Excellent tools for sprites
Pro Support for Arcade Physics, Ninja Physics and p2.js
Pro Easy to learn
Most tasks are done just using 2 or 3 lines of code.
Pro Very fast to develop with
If you're browsing Slant, you probably already have a JavaScript enabled browser, which is most of what you need to get started learning JavaScript. The requirement to run a server locally on your computer while developing might make things a little more difficult
Pro No install required
All you need to do is attach Phaser script to a HTML page even without installing any extensions.
Pro Easy to understand if you have used flash
Phaser provides a similar approach as to that of Flash games, where you can load assets and place them on a stage, and even improves upon the shortcomings of actionscript. It is very easy to shift from flash to HTML5 development because of this approach.
Pro You can run it in the cloud
You can use it in popular online editors like replit, codandbox, etc.
Pro Animating is easy
Pro Has separate versions maintained by developer and the community
The creator of phaser(photonstorm) has given the older(Phaser 2.0) source code to the community for their own maintenance, and has made Phaser 3.0 with a different style and approach, trying to make it easier for beginners to learn.
Pro Cross-platform
Support for iOS, Android, Mac OS X, Linux, Windows (both OpenGL and DirectX), Windows 8 Store, Windows Phone 8, PlayStation Mobile, PlayStation 4, Xbox One, Nintendo Switch, and the OUYA console with even more platforms on the way.
Pro Open source
All the code is available to you ensuring you'll have the ability to make changes when you need to or even port to whole new platforms.
Pro Well-known and documented API
The framework implements the XNA 4 API, so games made in XNA can be ported to other platforms using this. This was the same API used by the Xbox Live Indie Games platform so there's lots of documentation online for it.
Pro Managed code
By leveraging C# and other .NET languages on Microsoft and Mono platforms you can write modern, fast, and reliable game code.
Pro Good community
The community MonoGame has to offer is helpful and mature.
Pro Performance on desktop
The performance on desktop platforms matches that of C++, but you still get all the pleasant features that C# has to offer.
Cons
Con Using Cordova to Export for Mobile
To export to mobile games you need to use cordova.
Con Official documentation is not so good
Con Poor performance
As long as your map is not larger than 600*400px, everything is fine.
Con Extremely many bugs
Con Developer ignores community needs
Con Slow rate of updates
Versions 3.9 is overdue by a year, and version 4.0 is set to release in 2040.
Con Non-Windows tools are a bit funky
Monogame support for Xamarin Studio or Monodevelop is a bit shaky especially for library references. Only good non-Windows IDE compatible with MonoGame is Rider and that costs money & isn't open-source.