LimeJS is a framework to develop HTML5 games quickly for all touch screens and modern browsers that support it. This framework is released under Apache license.
Something interesting about this framework is that it supports sockets. Sockets provides more capabilities in the games such as implementing a chat, multiplayer support real-time notifications.
On their website you can find examples, documentation, guides and more, and although the page appears to have infrequent updates, there is an active community working through Google groups.
Its syntax is very similar to jQuery, which is renowned for its simplicity and clarity. It also has a modular design that allows easy creation of reusable components and extensions.
The size of this engine (a simple. Js) is only 88.4 kb once compressed and minimized, which means it will not add any additional weight to your code.
Another feature of Crafty is that you can choose how to display graphics (DOM or Canvas) and switch from one to another very easily. It also allows simple management of sprite sheets to create animated sprites.
Crafty also includes a collision detection system. Finally, what I think is the most important feature, is that Crafty uses the paradigm Entity-Component. This means that instead of having to work with a vast inheritance of class’s hierarchy, each object of the game is an entity, and each piece of functionality is a component. So all you have to do to provide functionality to your entities is assign components.
Impact is a commercial engine, so you have to purchase a license before you can use, that works with most browsers that support HTML5 canvas, including iPhone, iPod Touch and iPhone.
Impact has good documentation, tutorials, and a really useful support system that can be accessed via the forums.
Impacts includes a long list of functionalities in the form of entities (objects within the game), physical features, animations, user input, collision detection, audio and even a full level editor.
Also, due to how the engine is built, using an object oriented model that allows us, in the most efficient way, to plug and play with new possibilities in our games.
The Level Editor Weltmeister is perhaps one of the most striking visual features of the engine. The level editor is actually a graphical interface that lets you create an entire stage of the game, from simple level design to the placement of objects and defining their mutual interactions.