Quick answer: Handle touchstart, touchmove, and touchend (or pointer events), call preventDefault to stop scrolling and zooming, and map touch coordinates into canvas space accounting for scaling.
Touch that does nothing on mobile is usually a game listening only for mouse, or the browser eating the gesture. Handling touch (or pointer) events properly fixes it. Here is how.
How to fix it
1. Listen for touch or pointer events
Mouse events do not cover touch reliably. Handle touchstart/move/end, or use Pointer Events which unify mouse, touch, and pen. Otherwise taps never reach your game.
2. Prevent default gestures
Call preventDefault on touch handlers (and set touch-action in CSS) so the browser does not scroll, zoom, or trigger pull-to-refresh instead of sending the input to your game.
3. Map touch coordinates to the canvas
Touch coordinates are in page space; convert them relative to the canvas bounding rect and account for any CSS scaling or devicePixelRatio so taps land where the player aimed.
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.