

For me, it depends on what is defined as an engine.
If an engine is a suite of prepackaged tools and editors—e.g. Unreal, Unity, Godot, etc.—then I dislike game engines.
If an engine is more like a library, or a framework—e.g. Raylib, SDL, LÖVE, etc.—then I very much prefer working with an engine.
I suppose the difference is akin to operating systems: on one hand, we have full suites of software, such as the BSDs and Godot; on the other, we have lots of seperate software, like Linux distros and SDL (+ the code and asset editors of choice).
My exception to all of this is writing ROMs for console emulators, and fantasy consoles like PICO-8.

I have nothing against engines; I just don’t enjoy using them.
The trouble with jams is that the LLM is, legally, where the code came from, and said code should either count as an external asset or boilerplate, or the LLM needs to be considered a team member.
Also, legally, the “vibe-coders” or “operators” aren’t the creators of any AI-generated content.