I have not released a commercial product, but I have worked quite prolifically with these tools and the experience is very good.
Web is an interesting value proposition because somebody else is worrying about portability, but it's quite limiting isn't it? I mean you're limited to webGL and a single-threaded host environment. It's certainly possible to make some nice experiences within those limitations, but you're not getting anywhere close to the full capacity of a user's hardware.
Good luck, if you do. I am serious. I also think the waste of the millions of layers of the web to the hardware disturbing, but it is the best compromise I see.
"but you're not getting anywhere close to the full capacity of a user's hardware. "
Certainly not. So no, doing a graphical bombastic AAA game is not possible, but the vast majority of games is today quite doable on the web.
"a single-threaded host environment"
And fortunately today this is not true anymore. With web workers and various other approaches, you can have costly calculations in the background, but sure, this is still not the same as real multi-threading.
Web is an interesting value proposition because somebody else is worrying about portability, but it's quite limiting isn't it? I mean you're limited to webGL and a single-threaded host environment. It's certainly possible to make some nice experiences within those limitations, but you're not getting anywhere close to the full capacity of a user's hardware.