KAPLAY is the successor to Kaboom.js which was unfortunately abandoned.
As for Phaser VS KAPLAY:
Performance wise, Phaser is still better however there are perfs improvement coming to KAPLAY.
KAPLAY has an easier to use syntax for its API. Things are easier to do in KAPLAY VS Phaser while being less verbose. Phaser however, has more features considering it's more battle tested since it's been around for far longer.
I recommend joining the KAPLAY discord to see what others are building. I'm not aware of any famous games made in KAPLAY yet.
Nice! This made my day :) Thanks to you and your son for playing my game.
I'm hoping to publish a step by step tutorial soon on how to develop this in JavaScript for anyone interested in learning gamedev.
I usually post my tutorials on my YouTube channel here : https://youtube.com/@jslegenddev
(Plenty of tutorials available already for people interested in JS gamedev)
Without going into the Web/WebAssembly debate,
KAPLAY is just too good as a library to pass up. It's intuitive, easy and comes with a lot built-in. It makes making games actually fun with it's ECS-like API.
If KAPLAY existed as a WASM runtime or in another language, I would use it.
Use the technology you know and move quickly in. For a game like this, personal preference is way more important than optimal language/technology choice.
No, the game framework would have to be designed for that, or someone would have to put in a lot of work to get something like an emscripten pipeline working.
The jumping right before hitting an enemy is intended. If you do this, you can then more reliably land on another enemy right after and gain a x2, x3, etc... combo depending on how many enemies you land on before hitting the ground again.