For me, the most frustrating part of trying to publish games that run in the browser is how poorly Phaser and Pixi handles different resolutions.<p>There’s no comfortable way to say, “at this ratio, fill as much of the page window as possible, and then scale the in-engine viewport so that we always show the same game area and same coordinate space. Just different sized graphics.”<p>You can kind of do it but you keep running into the fact that the engines want to work in a pixel space and you end up having to re-compensate for your zooming by rendering shapes, fonts, and other non-sprites at excessive resolutions.<p>Unfortunately I can’t get LCD, Please to run on my phone at all, which is another challenge: realizing actual browser and device compatibility.<p>I just want a really solid environment to ship very well-polished tiny games via browser so people don’t have to download and install anything. Ideally I’m not making users download 8MB of WASM as a wrapper around Unity or Godot (neither of which are all that reliable yet in a web context) Itch.io almost kind of sometimes gets us there.<p>Sorry, I’m not trying to complain. Just just really want this to work and I’ve tried so many times and keep giving up. Mini web gaming needs a killer engine, still.