Yes i did use cocoonJS that is very important, can't believe I missed that part...
And as far as workflow, I actually had all my art completed before i started the project because i actually made it as a flash game first but the performance was pretty terrible (poor coding)...
The most tedious part of this project was that i have 12 playable characters that behave differently so i couldn't exactly use families so it was a lot of copying code and changing things like speed, bullet type, etc. This was my first major C2 project so i did get stuck from time to time so the workflow wasn't the most efficient, i found myself searching the forums a lot for answers.
And btw if anyone hasn't noticed, in the cocoonJS launcher, even if you don't have any objects or code, THE FRAME RATE WILL DROP BY 40 EVERY X SECONDS.
At least on an ipod 4. The launcher has pretty bad performance so i would just export project to a folder, upload that zip to cloud compiler, and in the folder of the first zip i have another folder which i store allll of my downloads from the cloud and then upload my debug to dropbox and download to my HTC G2 (droid 2.3)..
I also have to say that I used very low end hardware for development (dell notebook).