>>3090756>>3090758(2/2) - My heart says you should use Godot, but I haven't really used it myself. In all my research into game engines though, more and more people recommend Godot every day, and as a player of game jam games, I've noticed the Godot logo on startup gradually overtaking Unity. It's free and open-source software, released under the MIT license, and has a very strong and growing community, with a ton of good resources and documentation. So far I've only had the chance to dip a toe in due to work, but I plan to use it for my next VN (people have made a number of plugins to tailor it to VNs) and I'm very excited.
You can use whatever engine you want or is suited to your genre though, most of them will do. If your engine of choice has visual coding, it can be a fun set of training wheels, but I recommend avoiding it long-term unless your brain just really likes it. Deceptively, you'll gradually come to find it's barely any simpler than regular coding, while being a lot slower and clunkier. The vast majority of resources and walkthroughs you find are also going to be made for people doing regular coding.
Don't let game developers trick you into thinking you need to know coding or math before starting game development. A lot of game developers are computer science nerds with habits of using a bunch of complex math in their code where it's not needed and talking about simple concepts in technical lingo that make them seem a lot more complicated than they are (in their defense, I don't think they're trying to be abstruse, that's just how they learned things). In reality, as a new developer you can get through most aspects of game development pretty easily just by reading your engine's documentation (assuming it has good documentation) and Googling.
IMO, the biggest hurdle of game development by far is actually everything outside the coding, mainly creating/finding/commissioning all of the visual elements.