That definitely lags when there's more than one or two 'snakes' on the screen. The performance sucks. I'd argue that shows that specific game is poorly coded more than it shows web browsers can't handle performant games. If you look at something like https://beta.unity3d.com/jonas/AngryBots/ you'll see that browsers can, technically, cope with at least PS2 level graphics in a decent game running at a solid 60fps.
Surely that's a poor implementation? The parent post's point still stands. Browsers are "good enough" a very broad range of games. There's ample evidence of this if you wanted to look.
It doesn't work in Safari or mobile browsers. It's quite far from the expectations of a versatile web platform. WebAssembly has a lot of potential, so one day... perhaps.
If your favourite browser is Safari then there's a good reason developers might have targeted another browser - Safari is consistently slow in adopting the kind of features that enable more cutting edge web applications.
That's not neccesarily a bad thing but you can't complain if you're trying to run cutting-edge apps on a conservative browser.
I am happy they are experimenting with something fresh and cool. My complaint is that it can't possibly be anywhere near ready without being more inclusive.
This comment goes beyond browsers - it's such a bummer when I try to play a game I like or one that someone recommended and then "oops, we don't support your device/browser...".
But doesn't that mean Apple gets to choose the pace of advancement and be the gatekeeper of features?
At least on Desktop - it's not that much of a burden to have a second browser installed for certain apps, is it?
I use Firefox for daily browsing but I've got Chrome and Edge for those times I want to run something that Firefox doesn't support (which is fairly rare). I imagine it's much less rare with Safari.
Not Apple... I think it's really the developer's responsibility.
Like you say, you like Firefox but say if you want to video chat in Microsoft Teams, they'd tell you "video is not available in your browser".
Some games are only available on Android, others only on iOS. Or you are on a Mac but you can't play because someone opted for the easy way out saying "Macs are not for games" even though I am certain what I want would run just fine, if it was available.
These as examples of gatekeeping and the fix is definitely in the hands of developers to make their stuff portable and working everywhere.
Apple is famously slow or simply refusing to implement features that Chrome, Edge and Firefox have adopted. Many of these features are critical for certain applications. Gaming being one of them.
How is this a developer's fault?
1. I need feature x - either to implement an aspect of my app at all - or at least to do it in a way that doesn't require a large amount of extra work and cost.
2. Feature x exists in every major browser except Safari
3. I choose to exclude Safari.
My only options as a developer are to spend a ton more time or cash (assuming it's even possible at all) or to build something different.
And this might be a solo project or a project with no realistic hope of paying for my time.
As a game developer that's done a bunch of web games, thank you. Parent is trying to shame game developers for not making choices that would destroy their businesses. It's quite strange to read.
I think it's unfortunate that you can't have rock solid cross browser gaming yet (and Safari is not the only offender, but it's by far the largest). But that's not a reason to just shut it all down for the next decade until that's possible.
https://poki.com has 30 million monthly active users. That's more than e.g. DOTA 2, CS:GO, or any other single Steam game. Yes there is a lot of trash, but there is also some decent stuff on there.
Yeah, they did. Goalpost went from "is it even feasible" to "did the devs implement a compelling game" as if it was impossible to create a compelling game over the web.
Try to play https://slither.io
The performance is horrible even in simple games.