Hey DEV community! 👋
I just rolled out a massive update for my gaming platform, 7x.games, bringing real-time online multiplayer to a childhood classic: Snakes & Ladders.
When building browser games, my primary goal is always zero friction. If a user has to create an account, download an app, or navigate a confusing lobby system, they will bounce. I wanted players to be able to jump into a multiplayer match with a friend in under 5 seconds.
Here is a breakdown of how I built it, the stack I used, and a few UI/UX tricks I learned along the way.
🛠️ The Tech Stack
Frontend: Next.js (React)
Styling: Tailwind CSS
Backend/State Sync: Firebase Realtime Database
Hosting: Vercel
🧠 Challenge 1: Zero-Friction Invites (Deep Linking)
I didn't just want a "Room Code" system where player two has to manually type in a 6-letter string. I wanted them to click a link and instantly be in the game.
To do this, I utilized the Native Web Share API (navigator.share). When Player 1 creates a room, they click a share button that natively pops up their phone's share sheet (WhatsApp, iMessage, Twitter, etc.).
When Player 2 clicks that link, a useEffect catches the URL parameter (?room=XYZ123) and completely bypasses the lobby menu, dropping them straight into the "Enter Your Name" screen.
JavaScript
// Catching the invite link on mount
useEffect(() => {
const params = new URLSearchParams(window.location.search)
const roomParam = params.get('room')
if (roomParam && roomParam.length === 6) {
setInvitedRoomId(roomParam.toUpperCase())
setGameMode('online')
setOnlineScreen('name') // Skip the lobby!
}
}, [])
🎨 Challenge 2: The "Bottom Player" UX Trick
In most board games, the player wants their avatar or dice to be at the bottom of the screen, closest to their thumbs.
The problem? In a standard multiplayer setup, Player 1 (Red) is always rendered at the bottom, and Player 2 (Green) is rendered at the top. If you join a friend's game, you are forced to play "upside down."
To fix this, I dynamically swapped the layout rows based on the user's playerSlot. If you are Player 2, the UI flips the top and bottom widget rows specifically for your screen, while Player 1 sees the normal layout.
JavaScript
{/* TOP ROW */}
{playerSlot === 'player2' ? (
/* Render Opponent (Red) on top */
) : (
/* Render Opponent (Green) on top */
)}
{/* ... Game Board ... */}
{/* BOTTOM ROW */}
{playerSlot === 'player2' ? (
/* Render YOU (Green) on bottom */
) : (
/* Render YOU (Red) on bottom */
)}
It’s a tiny visual change, but it makes the game feel incredibly polished and native.
⏱️ Challenge 3: Smart Matchmaking Fallbacks
I also added a "Quick Match" feature to pair random players together. But what happens if nobody else in the world is searching for a match at that exact second?
If a player waits more than 10 to 15 seconds, they will likely close the tab. To prevent this bounce rate, I added a hidden timer. If the player waits in a public lobby for 10 seconds, a menu gracefully fades in asking: "Taking too long?"
It gives them two fallback options:
🤖 Play vs Computer: Instantly destroys the online lobby, switches to Local mode, and drops them into a game against an AI bot.
👥 Invite a Friend Instead: Instantly converts their public matchmaking search into a Private Room so they can text a link to a friend.
Instead of a frustrating wait, the user is immediately re-engaged!
🎮 Try it out!
I’d love for the DEV community to try it out, poke around, and let me know what you think of the real-time syncing and animations!
Play it live here: Snakes and Ladders Multiplayer
If you've built real-time browser games using Firebase or WebSockets, let me know what your stack looks like in the comments below! 👇
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