Crafty: open source JS game engine
craftyjs.com
craftyjs.com
Then I went to "Elevator Action", hoping I could figure out how it worked. No instructions, but the arrows move left and right; up jumps, and space fires. Fair enough. There's four levels of doorway, and only one platform to walk on; there's a ceiling light floating in the elevator shaft, I can walk into the elevator when the floor is waist-high, and be gently deposited at the bottom of the screen (until I move, then I fall to an untimely death). I can't open any doors, and walking off the right-hand-side of the screen does not make it scroll.
I realise that these are just very basic demonstrations, and that your library is probably much more versatile and impressive than these small demos indicate, but the first impression I got was pretty soul-crushing.
The "Biolab Disaster" game that serves as ImpactJS's demo is a pretty poor game in that it doesn't have any particularly novel mechanics or level-design or interesting systems to manipulate, but it is technically awesome, with great graphics and music and animation, and really shows off what the library lets you do.
EDIT: If your demo game is hurting from lack of artwork, free game graphics are not hard to come by: http://www.lostgarden.com/search/label/free%20game%20graphic...
I actually greatly prefer minimalist demos and so consider this a presentation problem.
It would be better to place the code side-by-side on the demo page with the game. The Elevator Action game is only 263 lines and it would reveal to casual observers that you can shoot the lights.
I have to admit, I got sticker shock from Impact.
Edit: I won't charge you for it either ;)
One thing about the documentation that I liked was disqus integration. Well, any basic comment system would do well. If one thing PHP has going for it, it's a community is great documentation on their site.
I have been working on a pirate game based on canvas at http://constantsail.com , and I have to say, it is so simple to work with canvas that there doesn't seem to be a huge reason for these game engines. If you need canvas to do something that it doesn't you just tack on a function.
I guess the thing is, it is so easy to start building a game engine, everyone is starting to do it. I find it is easier to just start with the basics, and when you start to repeat yourself or do anything complicated, just encapsulate it and keep building.
I built a knockoff of atari combat the same way on the iphone (http://robkohr.com/iphone/tank)