When comparing Starling vs Gosu, the Slant community recommends Gosu for most people. In the question“What are the best 2D game engines?” Gosu is ranked 50th while Starling is ranked 78th. The most important reason people chose Gosu is:
Gosu is not a game development framework, only a media library that happens to be suited to game development. (Kind of like SDL in the C world.) That means the interface is relatively small.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Lightweight
Starling is just 12k lines of code and doesn't try to do everything — but what it does, as efficient as possible.
Pro Feathers User Interface Components
With Feathers, you can easily add great user interfaces to your games — or even create business apps with Starling.
Pro Free and open source
Starling is available for free with code available on GitHub.
Pro Strong community support
Forum is always active with knowledgeable developers and with lot of inside info, and post mortems.
Pro Works with Flash
With UI, you can design it in Flash Professional (powerful 2D editor), export to swf file, use GAF convert swf file to gaf file, finnally, load gaf file to Starling. GAF can convert a lot of file swf to one atlas. Alway use same resource in design files (fla) to optimize atlas size, avoid duplicate asset in atlas.
You can use flash to create animation for starling.
Pro Hardware accelerated rendering
Let the GPU do the rendering, the CPU has more important tasks to do.
Pro Cross Platform
It can be exported to web flash player, iOS, Android, Windows, and OS X
Pro Works with AIR's native extensions
Using AIR's native extensions any native code that can be written can be run and used by the game engine.
Pro Constantly updated
New features are added regularly.
Pro Better performance than most alternatives
Starling can run more animated display objects than Unity2D and many others frameworks at 60 fps.
Pro Lightweight
Gosu is not a game development framework, only a media library that happens to be suited to game development. (Kind of like SDL in the C world.) That means the interface is relatively small.
Pro Mature API, actively maintained and developed
Gosu has been under development since 2001. It is mature and has several toolkits built on top of it to provide additional functionality.

Pro Cross-platform, even mobile, using Ruby
Cons
Con Poor text/font support
It supports only 4 features for text rendering:
- bitmap font with batching.
1.1. basic distance fields with support for outline and filters via MeshStyle.
1.2 the new multichannel distance field, the ultimate solution for bitmap font rendering. - Draw and upload texture in runtime
So every new text field required texture uploads or vertex/idnex buffer uploads.
skipUnchanchagedFrames keep the backbuffer static for scenes without changes between frames, leveraging a good rendering optimization.
Con Engine supported mainly by one man
Its open source but in most cases community features or pull request are canceled.
Con Deploying Ruby apps is a mess
Games built with the Ruby to .exe "compiler" do nothing more than extract your source code and Ruby.exe to %TEMP%, then run it. The code is not really compiled at all. The process for wrapping games as Mac apps is a bit nicer, but you'll need a paid Apple Developer subscription to code sign the app, or users will see a warning/error when running your game.
The only way to really compile Ruby is to use RubyMotion, which does not work on Windows and requires a paid subscription on top of the Apple Developer one.
(This Con is not specific to Gosu. Deploying Ruby code has never been fun.)
