Ipad4/iPhone 5s: 77 GFLOPS
Geforce 9800gt: 504 GFLOPS
Nvidia TITAN: 4,500 GFLOPS
As Kyatric said, it's not an excuse, it's a fact. My graphics card from almost 6 years ago is still slapping some of the latest tech in the mobile world silly in terms of performance, and the latest desktop cards are running circles around my 9800gt. Most people don't even have the latest tech, either, often still using things like the iPhone 4S which are significantly weaker.
It is possible to get good looking graphics on mobiles, but concessions must be made: lower resolution textures, less intense code, less polygons, ways to fake higher level features at reduced image quality. The citadel demo was restricted in the same manner. Believe it or not, 2d games can actually be harder for a gpu to render on mobiles than 3d because of the fill rate, which is one of their weak points. If you have two sprites overlapping each other, then the area that is overlapping is drawn twice. That's overdraw. When you've only got 3 passes of the screen to work with, it's very, very easy to go above that. Also, transparent pixels are more expensive to calculate, and while 3d objects are generally opaque, images often have lots of transparency, making it worse.
I'm not trying to claim the situation on mobiles for c2 is perfect (referring to cocoonjs here, I haven't tried crosswalk for android yet). A perfect example is the lack of memory management - if the game described by helena was coded natively, the texture could be split up and it could be coded to load the necessary segments of the background and dump the unneeded ones, keeping memory use low. As with everyone else - finding ways to work around the hardware limits to achieve a certain effect.
If cocoonjs implements memory management, then at least the very tall background could be implemented.