>>5921288Programming knowledge will give you more freedom in how you want things to work and you can always find guides out there, but I guess you may not need much of that, depending on what kind of game you want to make.
You could consider which variables are the most important to you, and weigh not wanting to code against other aspects, e.g. licensing (would you mind paying for getting to sell your game?), operating system (windows? ios? cross-platform?), general capabilities, support and whatever else is important to you.
You can always check out sites like
https://www.slant.co/topics/4801/~2d-non-coding-game-engine to find and compare different engines, but depending on what kind of game you're going for, using the simple looking ones might actually be more time consuming.
Itch.io also has a list of engines
https://itch.io/game-development/engines and if you really don't want to put much work into the programming aspect, you can always use something like bitsy, but it'll be very limiting...
It's usually better to start really simple though, same as with drawing; you don't start with doing a 7 hour renaissance piece rendition when you struggle with straight lines; it's also better to have a lot of small projects, even if most if them failed than to work on some decade long project that may never come to fruition.
You'll also get a better feel for your capabilities and sense of accomplishment that way.
...You probably knew most of this, and I'm admittedly pretty new to programming as well, but I can't think of anything else to tell you other than good luck... Sorry about that, maybe someone more experienced knows more.