Nice! The example code looks simple enough to understand relatively quickly, and it does seem to work (good on you to have working demos to show). May play with this some time soon. You should put some contact info in the README. e.g. IRC channel, or email (if you dare), or a pointer to github issues page.
Author here. Make sure to check out the examples and docs! This is alpha-stage software, but there is roughly enough functionality to build a complete modern video game.
Please ask me any questions you have! Feedback is appreciated.
Is the main benefit to Yeah vs. other frameworks (Gosu in particular) that it compiles to JS? I'm actually weighing game framework options for a project I want to undertake.
Gosu is a library that provides the basic building blocks for a video game, while Yeah is an opinionated framework designed to be fast to build games with. It is similar to Sinatra vs Ruby on Rails.
Yeah is in early development; more time-saving constructs and functionality are in the works (animated sprites, collision detection, touch controls, etc).
Yeah compiles to JS now, though it is platform-agnostic - in the future it will also compile into PC executables and mobile apps.
Have you considered using Pixi.js instead of pure canvas? Pixi.js uses WebGL with a canvas fallback and performance is much better:
http://www.pixijs.com/
Early on I took a close look at Pixi.js, though it turned out to not be the right fit for the project. However, it is planned for Yeah to have an interchangeable WebGL renderer at some point, similar to Pixi.js and Three.js.
If you're looking at WebGL, check out StackGL. It's pretty much intended as a low level WebGL wrapper with a modular codebase, and lots of high level modules built on top of it.