
Problem
Group games either require one shared screen (awkward for larger parties) or separate apps per game. Hosts needed a lightweight way to run multiple game formats with live rooms — without building a full multiplayer platform from scratch.
Approach
We focused on the shared-room spine: create a room, pick a game, sync state across phones. Game catalog and realtime sync came first; polish and new titles iterate on that core loop rather than one-off prototypes.
Shipped
- Live multi-player rooms with pass-the-phone and multi-phone modes
- Catalog of team and individual party games (charades, impostor, chess, mafia, and more)
- Realtime state sync for shared tables
- Deployed consumer web product ready for group play
Outcomes
- Catalog of team and individual party games
- Realtime multi-phone sync for shared tables
- Shipped and live for group play
Stack
JavaScriptSupabase RealtimeVercel