Did you run into performance issues with rendering or networking once multiple entities are active on screen? I'm curious how far a browser-based client can realistically scale for MMO-style environments.
One thing to note that, at least in terms of rendering, monsters are far simpler to draw, since they originate from a single sprite. Players, at least in in the multiplayer setting, have each equipment sprite drawn separately, which means that having lots of player characters in a single screen can have higher performance penalty, but this option cannot be simulated with the current version.