Thanks for sharing your thoughts! It's always interesting to read analyses like this, and thank you for your kind words about Construct 2. However, I disagree with some of your points :)
the game I'm making for the rotary competition has been stripped of almost everything effect wise I had in mind at the beginning because my pc (that can run crysis in ultra) couldn't get past the 30fps mark with incredible lag spikes.
Was it running in WebGL mode? WebGL usually solves any performance issues. If not, updating your graphics card driver can help, but yes, it's a problem that you have to do that. With WebGL enabled, it's going to be pretty close to what the native performance is, so WebGL really is the future of high-performance web games. One of our WebGL benchmarks on my computer got over 14,000 sprites on-screen at 30 fps in Chrome. That's vastly more than most games need to keep a steady 60 fps.
f I try to run the same game on an iphone it never gets past 2fps
Is that iOS 5? We're aware of performance issues on mobile and we're working on some things to make it work better with HTML5 (not whole new exporters). Hopefully some things will be appearing in the near future. Performance tips also has some advice, and since mobile devices have much weaker hardware and currently have weaker software too, you should not expect a game that runs well on desktop to run well on mobile - you have to design it for mobile from the start. With some careful tweaks, I could get Space Blaster working at about 20-30fps on iPad, but admittedly it still wasn't great. The performance tips article has some advice specifically for mobile.
ot only this, but with html5 I can steal the entire content of a game with a couple of clicks, exposing code and especially assets that can be recycled in other games (and then good luck in court).
A common misconception is that the code can be stolen - if you enable 'Minify script' on export the code is mangled in to an unreadable mess, object names are removed, and so on, making it near-impossible to reverse engineer your project. Yes, it's easier to steal images, but your events and logic and project setup are probably safe, and there's always copyright legislation on your side if anyone nicks the images.
he way I see it the future of casual gaming is in the mobile market be it android or iOS and in cross platform development for indie games (just take a look at all the indie bundles) but absolutely not html5
"A good hockey player plays where the puck is. A great hockey player plays where the puck is going to be." We're certain HTML5 is the future of gaming on both desktop and mobile. Yes, it's not there now, but it will be. When we started the HTML5 exporter no browsers hardware-accelerated it so it was really slow everywhere. Now, with WebGL, it absolutely flies, it's just mobile is a little behind desktop. For example, Google just released a beta of Chrome for Android, complete with the super-fast V8 javascript engine and GPU-accelerated canvas, and I'm sure they're going to add WebGL in future too. That's where the puck is going. It's no more of a fad than Flash was.
ou should just consider creating other exporters.
This one is pretty easy to answer, not just because we believe HTML5 is the future, but because we can't. For some idea of the time scales involved, we started the HTML5 exporter in January 2011, over a year ago, and it's still not done. We can't yet afford to hire anyone else, so taking on another huge project like another exporter would be suicide for us - we'd have lots of stuff being worked on, and nothing finished, which would make us uncompetitive. Also, given the time scales, by the time we're done, HTML5 would probably have become really solid great platform on mobile anyway! So we'd have wasted our time. We're more than happy to focus on HTML5 only for the time being, since we believe in it 100%, and can't actually afford the time to work on anything else. It's where the puck is going.