Saying that though this kind of approach is great for small projects. Lua is a great choice because its already been extensively used for games on many platforms and there are heavily used and highly optimised implementations available for all the PC platforms and consoles.
I don't know if there has been any serious effort to get many other languages than C/C++ and Lua targeting consoles beyond the XNA stuff from MS - but, those with compilers/interpreters written in clean, cross-platform C should be straightforward options as well (e.g. GCC compilers).
Another important consideration is the range of performance on the various targets - designing everything so that cosmetic features can be reduced/disabled dependent on platform is simple, but if not done early on can turn into a chore. This way the lack of performance on the web can be counterbalanced by having, e.g. less particles, half-res textures, fewer animations.