
Sprint 5: added 3-player mode (more complex matchmaker, three-way round pacing) and a 30-s round timer with auto-NONE on uncommitted slots. Timeouts are no longer silent — a "PLAYER N TIMED OUT" banner surfaces every auto-NONE'd round.

Sprint 7: make the online look like the original before going public. Room browser, guest usernames, bot-fill for incomplete 3P matches, 6 in-match emotes (no chat — explicit decision). The demo stops feeling like "instant Steam matchmaking".

Sprint 8: server to Fly.io with Dockerfile + healthcheck + per-IP rate-limiting (10 conn/min, 50 concurrent, 5 rooms/h). Client to Cloudflare Workers Static Assets via wrangler. Live latency badge in the top-right HUD during net-* matches.
#vibecoding #gamedev #pixelart #indiedev #phaserjs #typescript #html5games #webdev #flashgame #preservation #multiplayer #hexgrid #solodev #aitools
Sprint 9: the demo stops looking like a placeholder. Pixel-art backgrounds (8 scenarios), fighter sprites generated via PixelLab, per-character animations (idle / move / 3 attacks / hit / death), per-attack VFX matrix, audio (SFX + music).
#vibecoding #gamedev #pixelart #indiedev #phaserjs #typescript #html5games #webdev #flashgame #preservation #multiplayer #hexgrid #solodev #aitools
Next up: reskin the roster (the canon names are Marvel IP and I want to ship clean). I'm prepping a brief for an independent AI session to propose alternatives. If you want the repo or want to play, reply and I'll DM the link.
Public beta available here: https://www.artemisninjahunter.online/
Send your comments, please :)
#vibecoding #gamedev #pixelart #indiedev #phaserjs #typescript #html5games #webdev #flashgame #preservation #multiplayer #hexgrid #solodev #aitools