You make the distinction that Windows, and Linux are somehow better.
Steam is the only viable way to distribute a pc game and it's terrible, and $100 dollars to start, well was, Greenlight is going away, and so is your hundred bucks.
Then there is no worth while market for Linux. lol
Html5 works on virtually every modern browser.
Numbers tell a different story.
https://newzoo.com/insights/articles/gl ... rating-37/
Casual webgames are down -7.5%. The PC market is still the most lucrative one, although the report mentions that will change by 2018, and personal screens (phones) will take up the first place instead.
And the competition on mobile markets is by far more competitive than the desktop markets:
http://www.gamasutra.com/view/news/2378 ... _facts.php
It's only gotten worse in the past year. The mobile game markets are utterly oversaturated, and hundreds of games are released each day: in 2015 500(!) new iOS games per day were released and the norm on the Apple market.
The odds are against making money in the mobile markets without decent exposure, unless you are very, EXTREMELY lucky.
In fact, all these figures (and there are others, just check out Gamasutra) seem to point at that:
1) web games are in the decline
2) desktop games are still going strong - the most lucrative on a global scale
3) it is easier to earn revenue in the desktop games markets for indie developers compared to the mobile markets
4) personal phones are the mobile game platform of choice for many users.
5) tablets (especially Android tablets) are showing signs of dying
6) overall world-wide games revenue is growing (while web games are declining!)
7) China and the Asia-Pacific regions cannot be ignored - by far the largest games markets
I suppose most users who play on their mobile phone prefer to play games as apps, not as web games.
In any case, the numbers seem to point out that it is smarter to focus on Windows, Mac, and Linux platforms if your intention is to get some money out of your game making endeavours. It does depend as well on how much Valve will charge an indie developer for its new Steam Direct - we do not know yet.
I also think this means that having native exporters for the various mobile (phone) platforms is an advantage in a game engine.