I find it extremely hard to be productive on a laptop; the form factor is entirely wrong for concentration. Small screen, mushy crappy keyboard with a bad layout, etc. My desktop has a large monitor and a mechanical keyboard and a mouse and without that stuff, and an upright posture and focus, I can't get in the zone.
So, yes, I can hook a laptop up to all those things, but then it's just a desktop anyways. I can see the advantages for traveling, but for the last two years I naturally have not done that.
... But the worst thing about a laptop was while I was working from home there was just always the temptation to sluff off to a couch or bed and zone out. I couldn't program in that posture, but I could goof off.
Since quitting my $job and turning in my work laptop my coding productivity has gone up.
You'll pry my workstation from my cold dead hands, etc. etc.
GameMaker has gotten pretty professionalized at this point, but back in the day I think it was a good entry point, with decent non-code workflows to get the basics going and a smooth on-ramp to adding behaviour code as needed.
I don't know what fills the hole that used to be platforms like ZZT and MegaZeux, though. Maybe it's Minecraft and Roblox that are the modern outlets for that kind of creativity.
HN tends to over use "boilerplate" as Pico-8 has zero boilerplate and is super minimal. Your post is no exception. Core gameplay code is not boilerplate and Pico-8 is not a game engine in that sense.
Playdate has Pulp, which does include built in collision, dialog systems etc and is inspired by Bitsy. Pulp has it's own (optional) scripting language and is specifically designed as an accessible game making tool. Even the Playdate Lua and C SDKs have more gameplay functionality than pico-8 though, including a simple game object model, collisions, animation, etc