The technology behind how C2 works is still relatively new, and it's only going to get better...so why hamstring yourself when there's so many interesting developments going on in the HTML5/javascript/jquery not to mention C2 world?
digitalsoapbox For me, the thing is that we're in a digital distribution age. I'd like it if we could release a 30fsp game now, using the tools we have available to us, and then when things are faster, we can switch off that limiter, and just be happy with 60, uploading our improved version over the old one.
I do not feel my game is overly ambitious. I do not have parallax backgrounds, I have around a maximum of 4 layers, a small amount of particles, and generally no more than 170 objects per each level. With approximately 20 on screen at any one time.
My game isn't overly ambitious, but for some reason Cocoon just doesn't like physics. Of which I generally have 1 non-immoveable object. I've waited for Cocoon to sort their plugin out for months, and halving the fps just seems to be a useful assist until Ludei pull it together.
I feel if it helps people get their products on the digital shelves, it's not too hard to change, and there is a demand for it, it should be done.
But this is Ashley and Tom's 'baby'. If they feel strongly enough that it shouldn't be added, they shouldn't feel the need to add it.