Welcome! I’ll talk as someone who is fairly new to Haxe (knew about it for two years, have been very actively using it 6 months now) but is actively using it to develop several substantial programs in parallel right now. I’ve looked at a TON of game engines and languages that I could use, and my opinion is that it is very much dependent on 1) what types of games you are trying to make, and 2) what platforms you are hoping to target, with very heavy emphasis on #2.
I would argue that for cross-platform 2d games and apps, that Haxe and its ecosystem are simply outstanding. I’m using OpenFL and FeathersUI right now to write a substantial passion project of mine and they are both a complete joy to use! It is very easy to target web, all major desktop platforms, Android, and iOS, all with the same codebase (and occasional compile-time conditionals). I don’t use HaxeFlixel but it is built over OpenFL and looks similarly intuitive to use. I would argue that this makes Haxe extremely compelling to use for these purposes. My impression, though, is that console deployment is not as easy, but still possible (but this seems to be the case with nearly every engine not explicitly built for consoles, due to private SDKs that can’t be made public, so it isn’t a knock against anything Haxe-related).
For 3d games, I feel the situation is a lot less ideal. On the OpenFl side there is Away3d, and outside of OpenFL, there is Heaps. Heaps seems especially suited for 3d, but if you are doing anything heavy with physics, it may not be ideal. There is Oimo physics, but if you are trying to work with any geometry that isn’t supported by it (in my case, extremely large terrain meshes), you will have to roll your own. Away3d on the OpenFL side seems stable, but you’ll probably do a fair amount of experimenting and there does not appear to be a large community for it (but you will see people working and tinkering with it, as I intend to myself). Heaps primarily focuses on desktop and web, and though it “in theory” supports iOS and Android and console, it does not at all appear intuitive or straightforward (again, console will always be non-intuitive for anything, but iOS and Android are more difficult here than they would be with other many other engines until you’ve got you’re own workflow going down). You should also be prepared to use Hashlink should you pursue Heaps.
There is also Kha but I don’t know enough about it to comment on that, but expect to do a lot of plumbing yourself if you go that route.
So in summary, for 2d cross-platform games and apps, Haxe and its ecosystem are a straight slam dunk, for 3d, it can be fun but less out-of-box, and you’d better like plumbing, reading source code, language / tool novelty, being independent, and platform seams.
Happy coding, and whatever you wind up going with, I hope you’ll check back in at some time in the future and let us know what you went with and how it worked for you!