It's hard to find fun games that can be played in the browser nowadays. They definitely do exist, but there's no where near the variety that we used to have when Flash was still a thing.
I literally tried to pull up itch while tablet shopping yesterday - the site never rendered on the tablets and the one game I tried about crashed the whole tablet. Audio/video worked fine. I'm sure if I sat down at a high powered beefy windows desktop maybe they'd work - I remember flash working great on 1GHz celeron processors with maybe 1 or 2 GB of memory and windows 95. Html games are still a bunch of nonsense, on average.
You could also install the desktop client, then you can play all the games easily (including the non-web-based ones).
I'm partial to this one: https://leef6010.itch.io/projectkat
That said, I’m not going to pretend like I go there frequently either. I just don’t have time to blow on popcorn experiences anymore.
Js and canvas is a code execution environment, but Flash had a polished authoring environment which I believe made it easier for less-technical people to get stuff happening.
There was even SWF player implementations in JavaScript at this point in time.
Somehow, I don't think the death of Flash had much to do with it. Rather, the app ecosystem replaced a space that, that for a limited time, was occupied by Flash based web stuff.
I made Flash stuff when I was a lot younger and it was insanely straight forward thanks to the tooling. I haven’t tried to animate anything since… 2007 perhaps? Does JS or canvas have a similar experience to author content?
With Flash I was just sent an FLA, browsed through all the animations, went "awesome", and started setting up hitboxes and dropping them into the game.
Like I've wanted to port some of my Flash games to HTML5, but the intense frame by frame animation would be a bear to export and hook up in other formats.
And non-frame-by-frame animation was easy enough that I could help fill in the gaps when needed, no big deal. I even made a few simple animations just for the hell of it back then since it was so easy to work with.
I eventually migrated to console dev with XNA, then mobile dev with iOS, then some 3D development with Unity, and I've dabbled with Monogame, Phaser, Java, Pico-8, PlayDate, Unreal Engine, and currently working on a game in Unity again, since it's pretty much your only choice right now besides Unreal if you want good VR support. But yeah, nothing I've worked with has felt quite as nice as Flash as far as synergy between art and code, especially 2D art.
Examples:
I teamed up with an artist to make a 7 character head to head fighting game: https://www.newgrounds.com/portal/view/187047
I teamed up with another artist to make a richly animated (espcially the boss) short platformer.: https://www.newgrounds.com/portal/view/116067
I'm not sure the tech stack was ever to blame...people would have eventually fixed the bad parts of flash.
That's an issue with the web site, not the underlying technology.
> […] people would have eventually fixed the bad parts of flash.
The Flash plugin was a closed-source component. (Various attempts were made at open-source substitutes, but none ever reached a fully usable state.) The only people who could have "fixed the bad parts of Flash" were Adobe employees, and they didn't.
Which is funny, because for years Flash only ever ran well on Mac OS 9 in Internet Explorer 5. Any other browser/OS combo and you were looking at dropped frames, and/or audio that couldn't keep in sync with the video. It really was a tool for designers, and accordingly Mac OS was the platform that got the most love.
The amount of tech they’ve squandered or mismanaged or just plain destroyed is disgusting.
And over the last 10 years of being a monopoly they’ve just let their software rot and now it’s so janky to use, photoshop even freezes for 4 seconds when switching between selection tools these days.