More here https://www.melongaming.com/en/Games
More here https://www.melongaming.com/en/Games
I noticed this in the game you linked as well.
This isn't inherit to JS game engines, but I will say text quality is not usually something that game devs focus on unless text is important to their particular game.
Here's an example of a workaround to render more crisp text https://github.com/danman113/gfx-utils/blob/main/src/canvas/...
I think canvas kept the "1 px is 1/96th an inch as reported by the browser not a display pixel" convention primarily for consistency as that's how the px unit worked on everything else in the browser.
Web libraries (react, etc) are very advanced and it'd be incredibly hard for a js game engine to match them for UI
My most recent web game uses both standard DOM and Canvas for rendering different parts of the UI and text, and both look equally good to me. You do have to have set up the Canvas rendering correctly, especially for sharper displays like Apple Retina displays with higher pixel densities, but when done properly it looks very sharp and has no issue IMO.
I use react in my game platform bloxd.io - which I work full time on - and I couldn't be happier
Would you be able to give any advice on netcode/multiplayer solutions? I like working with low level rendering libraries (canvas, Kha/Haxe) but I am wondering if it is better to use an engine versus libraries, or even just rolling my own solution with web sockets?
For web native rendering pixijs is good for 2d (and phaser is good also a good entry level). For 3d theres threejs/babylonjs.
There's also unity, which some browser games use but it has downsides on web (large build sizes for one)
None of the networking solutions will give you unreal engine netcode developer productivity (and that includes ones for unity). I use colyseus, it doesnt solve everything but will save you some work
Re saturation, it definitely depends on the genre, web is its own market. What type of game are you thinking of making?
I’ve heard of Colyseus and it’s good to know that it is a viable solution. I am keen to try out the Haxe library.
I’ve got some loose ideas for some 2D semi-realtime games. No solid ideas yet but I want to experiment.
Maybe you can also integrate the accelerometer on phones for a compact and more fun example?