Hi chrismorgan. Many thanks for taking the time to check over the site, and giving me feedback!

Can I ask which device/screen you used to view the site? I'm currently limited to a Macbook Pro, so can't get the insight of seeing the page on other devices.

>> This fails my very first test of anything canvasy: it’s not scaling by devicePixelRatio, so it looks bad on a high-DPI display, especially if text is involved. I usually find this to be a bad sign. [...] Anyway, this one should be very quick to fix

Noted. Fixing will take a bit of thought as it won't be a simple case of scaling (as suggested here[1]). The canvas Cell where most of the work happens can already have different dimensions to the display canvas, which goes partway to addressing the problem. The library should also play nicely with <img srcset="..." sizes="..."> - I'm only supplying a single src value for the images used on the site.

>> (even if it rather encourages CPU-guzzling)

Yes. Minimising the impact on the CPU will remain a key priority for the library going forward.

>> Accessibility: yeah, you can tab between the links, which is good, but when you’re just hovering you’re not hovering over a real link, so you can’t see the link target,

That's an issue with the page code, not the library, I think. Hovering over a link with the mouse cursor should bring up a tooltip (working on my machine for Chrome, Firefox, Edge; fails on Safari) - I didn't think to include the link url when designing the page, but that can be easily added. Tabbing (which doesn't work on Firefox because[2], and is buggy on Safari) shows the link at the bottom-left of the browser window on Chrome, Edge.

>> the cursor is wrong (though one that could be fixed),

Agreed, fixable.

>> and modifiers don’t work.

On my Macbook Pro hovering over a link (and tabbing to it) changes the size of the pin and displays a graphic text label. Is that not what you see? The library has functionality to handle focus and blur states, but I've not thought to include anything to handle visited and active states.

>> Right-click triggers the “links” too, which it shouldn’t.

I can replicate this on Firefox, when I previously agree to "allow popups". Without that user agreement, the right click shows the small menu with links to "save image" etc. Does not seem to be occurring on Chrome, Edge, Safari.

... I'm beginning to fall out-of-love with Firefox on Mac

>> Things like this must be handled by drawing real DOM elements persistently on top of the canvas, and letting the user genuinely interact with them. No other approach is capable of achieving the expected and desired result. Not `location.href = …`, not `open(…)`, not `link.click()`. Nothing. One straightforward (but inferior) approach to make this work could be to put an <a tabindex=-1> above the entire canvas (or even wrapping the canvas!) and set its href when hovering a “link”, and remove it again when not.

This can be achieved by wrapping the canvas element in a Scrawl-canvas stack, which then allows DOM elements to be positioned over (or beneath) the canvas in the same way as canvas entitys. By making the DOM element "mimic" its entity, DOM element positions and dimensions can be handled automatically.

>> I haven’t delved into any more of the accessibility stuff, but it looks much better than most, and just needs to work on any real DOM counterparts to canvas pieces actually being in the right place, so that interactions, text selection, &c. can work properly.

Again, thank you!

[1] - https://www.html5rocks.com/en/tutorials/canvas/hidpi/

[2] - https://stackoverflow.com/questions/11704828/how-to-allow-ke...