I've already encountered bugs that only exist in the consumer version that I would never notice with the Dev version.
(In my case, sharing inbound and outbound event names for socket.io caused some bizzare issues)
I spent a while tweaking the code to get more CPU cycles, but after a while tired of mining the asteroids manually, so I just got rid of them:
ENGINE.Game.spawnAsteroid = function () {}
After that the next logical step was to give myself more ships: SHIP_CPU_COST = 0.001;
Of course, it's a lot more interesting (and challenging!) to actually play by the rules.http://www.mit.edu/~xela/tao.html
"A Master Programmer passed a novice programmer one day.
The Master noted the novice's preoccupation with a hand-held computer game.
"Excuse me," he said, "may I examine it?"
The novice bolted to attention and handed the device to the Master. "I see that the device claims to have three levels of play: Easy, Medium, and Hard," said the Master. "Yet every such device has another level of play, where the device seeks not to conquer the human, nor to be conquered by the human."
"Pray, Great Master," implored the novice, "how does one find this mysterious setting?"
The Master dropped the device to the ground and crushed it with his heel. Suddenly the novice was enlightened."
To beat Mozilla at their game, just go native! (supports many languages without transpilation as a plus)