Game Client
The client is the only part of your game a player ever touches.
Everything the player sees, hears, and presses runs here. The choice is not about which engine is best — none of them is best at everything — but about where your game needs to run and what you already know. Pick by destination, not by reputation.
What you are building decides what you pick
Ask three questions in order. Where do players get it — a link, an app store, or a desktop storefront? Is it 2D or 3D? And what language do you already write comfortably? Those three answers usually leave exactly one sensible option, and the remaining debate is just preference.
For a first MVP, the web wins more often than people expect. There is nothing to install, nothing to review, and you can send the link to a friend within the hour.
Web
A link is the shortest distance between your game and a player. No install, no store review, works on every device with a browser.
Mobile apps
Store distribution, push notifications, and in-app purchases — at the cost of review queues and platform rules.
Desktop
Bigger screens, real input devices, and Steam. This is where longer-session games live.
Two things people get wrong
Unity, Unreal and Flame appear here as things worth knowing about, not as technologies PES has adopted. The one exception is Babylon.js, which this site genuinely uses for its 3D avatar.