🚀 Just built: GameHub – A Browser-Based Gaming Platform A lightweight gaming hub built with HTML, CSS, and JavaScript — no backend, fully playable in the browser. 🎮 Features: • 8 mini-games (Tic-Tac-Toe with AI, Snake, 2048, Sudoku & more) • Achievements & leaderboard system • Persistent profiles (localStorage) • Sound system + PWA (offline support) 🧠 Clean architecture with iframe sandboxing & modular JS. 👉 Try the live demo: https://lnkd.in/g848_a57 🔗 GitHub: https://lnkd.in/gBezHW29 ✨ More updates coming soon. #JavaScript #WebDevelopment #Frontend #GameDev
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Day 20 of #30Appsin30Days — and I built a multiplayer game. 🎮 FogClaim.io is a real-time territory capture game — think Paper.io — where up to 5 players race to claim as much of a 100×100 grid as possible while hunting each other's trails. Here's the constraint I set myself: no game engines, no frontend frameworks. Just HTML Canvas, vanilla JavaScript, Node.js, and WebSockets. One dependency. Zero build tools. The hardest problem wasn't the rendering or the UI — it was collision detection. In a game loop that processes players sequentially, Player A might walk through Player B's trail without dying — simply because B's trail didn't exist in the map yet when A was evaluated. The iteration order decided who lived and who died. The fix: restructure the entire tick into three phases. Phase 1: Move all players simultaneously. Phase 2: Evaluate all collisions against the same map state. Phase 3: Let survivors lay trail and capture territory. Separating state mutation from state evaluation made the collision logic fully order-independent. A lesson that applies well beyond game dev. A few other things I'm proud of: → Flood-fill territory capture using typed arrays (Int16Array) for performance on a 10,000-cell grid → Session token reconnection — refresh mid-game and your position is restored for 10 seconds → A "peakAlive" counter that prevents a solo player from farming wins before opponents join → Swipe controls on mobile that actually feel good 10 days left in the challenge. I've shipped 20 apps in 20 days — solo, from scratch, every single day. What I've learned most: the gap between "it works in my head" and "it works with two players simultaneously doing unexpected things" is where all the real engineering lives. If you want to see the code or try the game, link in the comments. Github: https://lnkd.in/ghtEDeSM #buildinpublic #30Appsin30Days #JavaScript #WebSockets #GameDev #NodeJS #IndieHacker #SideProject
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🚀 DAY 115 — Built a Multi-player Real-Time Chess.com Clone ♟️ I recently developed a real-time Chess.com-inspired web application, focused on multiplayer gameplay and accurate game logic. 🔹 Key Features: • Live multiplayer gameplay using WebSockets • Interactive drag-and-drop chessboard • Move validation and game state management using chess.js • Turn-based gameplay with player role handling 🔹 Tech Stack: • Frontend: HTML, CSS, JavaScript • Backend: Node.js, Express • Real-time Communication: Socket.IO 🔹 What I Learned: • Implementing real-time communication between clients • Synchronizing game state across multiple users • Handling complex game logic and edge cases • Structuring backend systems for multiplayer applications 📌 Next Steps: Adding matchmaking and game timers. Feel free to share feedback or suggestions! #WebDevelopment #FullStackDevelopment #JavaScript #NodeJS #SocketIO #Projects #Chess
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🚀 Just launched my latest project: Hand Betting Game - a Mahjong tile betting game! The Challenge: Build a strategic betting game where special tiles (Dragons/Winds) dynamically change values based on wins/losses, all while keeping the UI smooth and responsive. The Result: ✅ 1000+ lines of TypeScript ✅ Real-time leaderboard with Supabase ✅ Smooth animations with Framer Motion ✅ Fully responsive (mobile → tablet → desktop) ✅ Live on Vercel Tech Stack: Next.js 14 (App Router) TypeScript Tailwind CSS Supabase (PostgreSQL) Framer Motion Lucide Icons Timeline: Completed within 4 days How I Built It: Handwritten by me: Core game logic & betting mechanics Tile value mutation system (non-number tiles change strategically) Game state management Responsive 3-column layout AI-Assisted (Claude/ChatGPT): Project scaffolding TypeScript type definitions Animation implementation UI polish & pagination Key Features: Start with 1000 points, bet higher/lower on Mahjong hands Win → add hand value | Lose → subtract hand value Game ends when any tile hits 0 or 10 (or 3 reshuffles) Top 5 leaderboard + paginated all-scores view Color-coded scores with progress bars Live Demo: https://lnkd.in/dugbTKF6 GitHub: https://lnkd.in/dngx8Vvj Video Walkthrough: https://lnkd.in/dKA4Zv6e This was a fun challenge that tested my ability to balance complex game logic with a polished user experience. The dynamic tile values add real strategic depth - you're not just guessing, you're tracking how each tile evolves! Open to feedback and connections! 🙌 #NextJS #TypeScript #Supabase #WebDevelopment #GameDev #Mahjong #React #TailwindCSS #FullStack
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🐍 **Just shipped: Grand Snake Game v1.0.0** 🎮 Turned the classic Snake game into a full React + Vite project with a retro twist. What started as a simple nostalgia build ended up with: - **3 progressive levels** - Grassy Plains → Rocky Path → Maze Runner - **Power-ups that change gameplay** - Chilli for 2x speed, Mushroom to slow down - **Weighted food system** - Golden Apples are rare but worth 5x points - **Complete game flow** - Main menu, pause, level progression, high scores with localStorage - **Retro UI** - Press Start 2P font, neon accents, smooth animations Biggest challenge: Managing the game loop with React hooks without stale closures. Solved it with a `useRef` pattern to keep the interval synced with live state. Also added dynamic difficulty - each level has its own board size, speed, and obstacle layout. Built with React 18, Vite, and pure CSS. No canvas, no game libraries - just divs and state management. Sometimes constraints force the most creative solutions. Play tested it way too much while "debugging" 😅 Code available and feedback welcome. What retro game should I rebuild next? Built by: karthikCodingSolutions #ReactJS #Vite #WebDev #JavaScript #Frontend #GameDev #ReactDeveloper #Coding #WebDevelopment #100DaysOfCode #SoftwareEngineering #OpenSource #UIUX #CSS #PortfolioProject #IndieDev
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🎮 Built a Responsive Tic Tac Toe Game using HTML, CSS & JavaScript! ✅ Features: Two-player gameplay, win/draw detection, reset & new game functionality 🧠 Implemented winning logic using JavaScript arrays and pattern matching 🔄 Dynamic DOM manipulation and event handling for smooth interactions 📱 Fully responsive design that adapts across mobile, tablet, and desktop screens 💡 Strengthened concepts like conditional logic, state management, functions, and UI responsiveness Excited to keep building more interactive web projects 🚀 Check it out here: [https://lnkd.in/dgt7nV-S]
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🎮 Tic Tac Toe Game 🚀 Overview Built a fully functional Tic Tac Toe Game from scratch, focusing on implementing efficient game logic, handling user interactions, and delivering a smooth gameplay experience. ✨ Features • Two-player turn-based gameplay (Player X vs Player O) • Real-time win and draw detection • Interactive and responsive UI • Handles all edge cases for valid game outcomes. 🛠️ Tech Stack : HTML5 , CSS3 , JavaScript 📂 Source Code 👉 https://lnkd.in/gHuhQEES Live : https://lnkd.in/g6Sr55kx 🎯 Why this project matters This project demonstrates my ability to translate problem-solving logic into a working application, while maintaining clean code structure and efficient state handling. 💡 Key Learnings • Strengthened logical thinking and game design fundamentals • Improved handling of user interactions and edge cases • Learned to write clean, modular, and maintainable code. #projects #web development #javascript
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We couldn't take the game offline. So we rebuilt it while it was running. Realm of the Mad God — one of the longest-running browser MMOs, with millions of registered players — was built on Flash/ActionScript. And Flash was dying. Here's what the actual cost of legacy code looks like when you can't just press pause: → Dual-system maintenance For 18 months we ran two codebases. Every bug fix had to land in both. Every feature was built twice. The velocity hit was brutal. → Undocumented behavior as hidden API Flash code had quirks — physics rounding, timing edge cases, packet handling — that players had built muscle memory around. We discovered most of them not by reading code, but by reading Reddit. → Performance debt compounds The original architecture was designed for browser constraints circa 2012. Porting it 1:1 to Unity gave us Unity performance with Flash-era assumptions. We had to refactor while the plane was flying. → The real bottleneck: trust Players had been burned by bad updates before. Every patch was scrutinized. We had to earn the right to make changes incrementally — which meant communication mattered as much as code quality. The lesson: Legacy code in live-service isn't just technical debt. It's a social contract with your players. You can't break it fast. You have to honor it while quietly replacing it. That's the part the architecture books don't cover. #gamedev #unity #softwaredevelopment #livegames #engineering https://lnkd.in/dJTGauqf
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🚀 Built a Mini Game Hub using React + TypeScript 🎮 Just wrapped up a fun side project where I developed a simple Game Hub featuring: 🟣 Snake – Classic gameplay with score tracking 🟣 Sudoku – Logic-based number puzzle 🟣 Chess – Strategy game with interactive board 🔧 Tech Stack: React (Vite + TypeScript) Redux Toolkit for state management React Router for navigation Chess.js + React Chessboard Sudoku generator library 💡 What I focused on: Clean and scalable component structure State management using Redux Reusable UI components Smooth user experience This project helped me strengthen my frontend architecture skills and improve handling of interactive game logic in React. 📽️ Sharing a quick demo video below (under 3 mins) Would love your feedback and suggestions 🙌 Open to collaborating on more interesting frontend projects! Github Repo : https://lnkd.in/g5GMhbjE #ReactJS #FrontendDeveloper #TypeScript #WebDevelopment #Redux #JavaScript #SideProject #GameDevelopment
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Simple Lottery Game using React.js Built a fun and interactive Lottery Game using React.js, where users can try their luck by generating random numbers. Key Features: “Buy Ticket” button to generate a random number Random number logic using JavaScript Conditional rendering to display results “Congratulations” message when the winning condition is met Instant UI updates using React state What I Learned: React state management Handling events in React (onClick) Conditional rendering in React Working with random logic in JavaScript Building interactive UI components This project helped me understand how to create interactive and logic-based applications using React. #ReactJS #JavaScript #FrontendDevelopment #WebDevelopment #MiniProject #ReactProjects #LearningByDoing #CodingJourney
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🎮 Most games let you play. This one lets you CREATE the game itself. I grew up playing classic DOS games like Dangerous Dave & Prince of Persia. Back then, the levels were fixed — you could only play what was given. I wanted to change that. What if the player became the designer? So I built DANGEROUS GAME — a browser-based retro platformer that doubles as a game creation platform. 👉 Build your own levels with a visual tile editor 👉 Control everything — enemies, weapons, physics, scoring 👉 Export your game as JSON and share it 👉 Others can import and play your exact version Swipe through the slides to see it in action ↓ Built from scratch — vanilla JS, zero frameworks, zero dependencies. No installation. No setup. Just open and play. 🔗 Play it now: https://lnkd.in/diRkMW6F 💭 Try it and tell me: → What did you build? → What would you suggest to improve? #gamedev #indiedev #javascript #html5 #buildinpublic #frontend #opensource #retro #coding #indiegame
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