I just finished developing a 2D Breakout Game using HTML5 Canvas based on MDN’s 2D Breakout Game tutorial. I added a workflow to it of course for testing in command line purposes, for speeding up the development process, and speeding up the process of making files production ready. One thing I learned first and foremost: HTML5 Canvas games are data-consumption expensive! By removing a few things from the workflow like normalize.css and postcss-mixins npm plugin, as well as minifying code, I was able to reduce the JS heap by over 10mb. However, the range still ended up being between 16mb and 42mb. Every time the game restarts, the heap is cleared right beforehand. This is good of course, but the question is: does a user want to consume up to 42mb of his/her mobile data? At home, via some kind of paid internet service where total data consumption does not matter is one thing, but mobile consumption can matter very much on the go when data caps do matter.
Do you have any thoughts about HTML5 Canvas game development? I would love to know.