Engine is just source files included in the project, no separate libraries to link for debugging ease (not including system libraries like zlib and gles in some cases)
“near zlib” free/open licensed GL/GLES optimized alternative to libraries like SDL - can be used and shared everywhere without worries
Components designed to be modular and loosely linked, should be possible to understand and fix bugs when you find them yourself
Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/configure tools
Device specifics abstracted out, native UI usage avoided. Games look and play the same on all devices, but you won't see the standard iOS buttons or dialog boxes in your game for example (with some exceptions, for instance, the native pop-up keyboard is invoked for text entry if needed)
Can write raw GL/GLES code and use existing C/C++ source you have
An (optional) entity/component system that is designed to combat “entity bloat”, subclass hell and complexity creep - an entity can be anything, an entire game, a widget, a non-rendering sound that plays every ten seconds or something that detects when the Escape key is hit