Quick answer: Start all the independent promises first, collect them in an array, and await them together with Promise.all so they download concurrently.
Your loading screen takes far longer than the network requires because the loop does for (const url of urls) { await load(url); }, fetching one file at a time. Independent loads should overlap. Here is how to parallelize them.
How to fix it
1. Start promises before awaiting
Build the array without awaiting: const promises = urls.map(u => load(u));. This kicks off every request immediately rather than one after another.
2. Await all together
Wait with const results = await Promise.all(promises); so the total time is roughly the slowest single load instead of the sum of all of them.
3. Cap concurrency if needed
If hundreds of files would overwhelm the browser's connection limit, batch them or use a small concurrency pool so you stay parallel without thrashing the network.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.