- Javascript libraries / frameworks tend to be hard to protect against piracy and reverse engineering
Yup, and this one's not avoidable either, because the script implicitly has to be provided to the user in order for it to work. You can mitigate it with obfuscation but unless you're very clever, obfuscation can break things and/or slow things down. Not to mention that it isn't that hard to unobfuscate things again.
And some day we'll have some "ImpactJS [full crack].torrent" on the net...
You mean it isn't already? At this point, you can assume that someone has indeed done that.
- Many business model or terms of use suggestions were not so bad
Here's the problem: most of those business models don't work the way everyone thinks they do.
It's been my experience that people use trial versions not to see if the software is suitable and to be upgraded, but to simply perform the tasks they need at that moment in time. They don't pay for tools from the outset unless it's a tool that they've been led to believe is a miracle tool for them (e.g. Photoshop)
And in this particular market, how exactly does a trial version of Impact work? Answer: it doesn't. The nearest thing to a demo is to see what's been done with Impact, e.g. Biolab Disaster, all the things we all produce and share - that's the best trial that actually
works.
Impact without the level editor is good, but any trial would have to include the level editor, and consider that if you're using Impact in any shape or form, you're a programmer - it won't be hard for you to untangle any protection embedded into the source any other way.
HTML5 / canvas games market is still small, but yet inspired by conflictuous tendencies : GPL popular libs (jQuery, Modernizr...) VS (proprietary) online games market.
I don't think it's that conflicting, and I think you might want to be aware of something... jQuery is firmly not GPL and for a good reason: if it were, Impact's level editor would have to be as well since it uses jQuery. (GPL is a very awkward licence in the real world, most of the time it actually doesn't work nearly as well as the FSF think it should)
The reason Flash still has the dominance is not because HTML5 makes it hard to monetise (it makes it no more or less hard to monetise, and in some ways makes it easier to protect your work, when it's not a single blob containing everything) - but because it's been around what feels like forever and is everywhere as a result: there's a lot of developers, a lot of experience and training and so on, and Flash is in any practical definition mature. HTML5/Canvas is not yet mature, it only crept into IE in the last major iteration, meaning that it's still a poor second place in terms of being accessible to users.
Please don't tell me that Flash is harder to access than HTML5/Canvas, nor Java - because it's not. In the last year I've had to reverse engineer client software written in both Flash and Java because the folks paying me didn't have the source code and the original programmer is long since disappeared. Neither is particularly hard to unpick, it's perhaps not quite as easy as HTML/Canvas, but we're talking spending 30 seconds as opposed to 10.
Price is not the point. 100$ is nothing for a quality pro tool per-user licence (even in early stage), while also being 100 times more than a casual / underground / student / fan / interrested folk would pay for.
I dunno. Impact is over a year old and is pretty mature at this point. It's certainly cheap for a pro tool per-user licence, but I don't think it's 100 times more than a casual user might pay.
Thing is, Impact doesn't exist in a vacuum. On a similar vein, you can acquire the paid AppMobi GamePro Pack for $99 which covers having more tools and a 5-use licence for Impact, which is certainly more attractive (even at the same price point) to a casual/fan/interested party.
Honestly, though, I'm not averse to there being a barrier to entry into the market. If you don't want to pay for it, nothing prevents you from rolling your own system to approach it. Remember, you're not just paying for the software, you're paying for someone to have implemented it, tested it and worked around a number of the kinks in the current browsers - and unless you're willing to do that work yourself, paying suddenly looks a lot cheaper.