I actually switched from Game Maker to Flash back around 2008. At the time, the developers of Game Maker had made a few very bad decisions and I lost confidence in GM's future. I also needed money, and Flash sponsorships were a thing back then.
Flash is pretty much dead now, but I ended up learning a lot making contract games for Adult Swim. Their rates were calibrated for entire small studios, so as a solo dev (or collab-ing with a single friend) they paid very well.
I moved to XNA and Unity around 2011, but I preferred XNA and dropped Unity pretty quickly. My plan was always to stop doing contract work and go back to making downloadable games, selling them directly to players. XNA seemed like the best way to do that. I had savings built up from my Flash games and had now finished my degree so I had no distractions.
It took me more than a year of prototyping to find my next game: TowerFall. That was a frustrating, scary time, but it worked out!
I found C# and XNA pretty natural. There were a few hiccups at first- for example I'd never worked with atlases or shaders for graphics before! But I was able to build a game engine and toolset that made the workflow resemble and improve on Game Maker and Flashpunk for me.
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