Around 2010 I was in a serious funk - my entire crap life had led to a realization that if I wasn't making games, I was just not living. That probably sounds pretty trivial, but making games had been a goal my entire life, and I was just not doing anything to meet that goal. After a couple of years of failing at it, I broke down and in 2012 realized I just had to do something immediate. I went online and searched for game engines, frameworks, etc. and looked at the games being made with each one. I knew what kind of games I wanted to make, and it looked like people were making exactly what I wanted to make in Flixel, so I went out and bought the O'Reilly Actionscript 3.0 Cookbook and read it cover to cover, as well as scouring the net for every beginner Flixel tutorial I could find, and after over 2 decades of squandering my dream, I was actually making games in under 2 weeks.
So I'm sure if I had been on my game, I could have seen it coming, but as many of you know 2012 is REALLY when the bottom sort of went out on Flash, and although I LOVED Flixel (I attribute it to saving my life), I was worried that my whole workflow was dependent on this technology that was just being lambasted on every front. I experimented with AIR and tried to get a solid workflow where I could build native programs with gamepad support, but it just wasn't happening. I had checked out HaxeFlixel at an earlier stage and it wasn't really in tip-top shape, but I went back to it after learning a bit more about Haxe, the cross-platform-ability of HaxeFlixel, and seeing folks like Sean Hogan and Joni Kittaka make the move.
HaxeFlixel is a god-send. It's so damn easy to build to different targets, it has better functionality and more features than the original Flixel, and it has gamepad support (although there are strides to be made in this department)! I use it for everything :)