I have a game I've been working on with LibGdx and it's a top-down 2D rpg and I'm not sure if using scene2d would be the right option for me or not.
I haven't personally used scene2d before (that's my disclaimer out the way
) but my honest opinion is that you are probably good without it. Although don't get me wrong, there's nothing wrong with using it if you want to.
It is basically a 2d transform hierarchy (for sprites only, it appears) with an event system, so it isn't much - and many (perhaps most!) games don't actually need a generic transform hierarchy in the first place. The author of scene2d actually has some interesting comments
of his own experience using it. If you already have functioning rendering code in the first place then it doesn't seem enough of a lure to me to bother re-writing it.
Built on top of scene2d is a UI library, now this might actually be something you want to use if you game needs a complex UI. It's easy to sink a lot of time into making yet another a UI framework so this could be a good productivity boost.
I have a bunch of rendering code as it is and the game works fine, but I feel like I'd be able to get more out of scene2d for some of the features I'm going to implement in the future.
You'll have to assess how well those future features map to the scene2d approach and what the alternatives are. If you think you'll roll your own exact equivalent then you might as well use scene2d. But if you think you need more/less then perhaps some other solution might be more appropriate.
(I'm not sure how to make it a public repo).
On your repo page there should be a cog/gear icon for settings on the right-hand side of the page, near the top. Within the settings there's a tickbox to say whether the repo is public or private.