A browser game's advantage is the absence of friction. There is no download, no store, no install - a link opens the game. For marketing, education and anything where you are asking someone to try something unprompted, that is decisive.
The constraints are real too: download size matters, and browsers cap what you can do compared with a native build.
Either a web-native stack for small, fast-loading games, or a WebGL build out of Unity when the project needs an engine. The choice follows the game rather than the tooling we prefer.
Game development starts at A$8,000 for a prototype. Browser games are often at the smaller end because the scope is naturally tighter.
Yes, with design for touch and for lower-powered hardware from the start rather than as a port.
Technically large, practically not - every megabyte is a person who left before it loaded. Keeping the initial download small is a design constraint.
Yes, locally in the browser, or to an account if progress needs to follow the player across devices.
Tell us what you are trying to do. If something off the shelf already does it, or the job is smaller than you think, we will say so.
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