I tried to do mobile web gamedev and found it impossible: both Apple and Google break mobile web games in different ways, I presume because it could threaten the 30% cut their mobile stores get. For example, the HTML5 Minecraft I've never seen run properly in a mobile web browser:
- Won't let you use accelerometer, motion control, etc., because "Privacy" (but privacy loving Apple was totally going to scan our iPhone photos until we all raised hell...)
- Web Audio stack breaks games in interesting ways desktop doesn't. "Oh, we don't let you load .mp3 audio samples by default like desktop browsers can...."
Android Chromium:
- Has 200-300ms audio latency on many devices. Here's a demo where touching/clicking the squares should have instant response (try it on desktop) but many Androids have the lag:
https://classic.minecraft.net/
Mobile Safari:
- Forever lacked >WebGL 1.0
- WebGL very slow compared to native
- Won't let you use accelerometer, motion control, etc., because "Privacy" (but privacy loving Apple was totally going to scan our iPhone photos until we all raised hell...)
- Web Audio stack breaks games in interesting ways desktop doesn't. "Oh, we don't let you load .mp3 audio samples by default like desktop browsers can...."
Android Chromium:
- Has 200-300ms audio latency on many devices. Here's a demo where touching/clicking the squares should have instant response (try it on desktop) but many Androids have the lag:
https://webaudiodemos.appspot.com/TouchPad/index.html