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    <title>DEV Community: 7x Games</title>
    <description>The latest articles on DEV Community by 7x Games (@7xgames).</description>
    <link>https://dev.to/7xgames</link>
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      <title>DEV Community: 7x Games</title>
      <link>https://dev.to/7xgames</link>
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    <item>
      <title>I built a free Boggle word game with a DFS grid solver and drag-to-select — here's how it works</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Sat, 04 Apr 2026 09:13:53 +0000</pubDate>
      <link>https://dev.to/7xgames/i-built-a-free-boggle-word-game-with-a-dfs-grid-solver-and-drag-to-select-heres-how-it-works-4g4l</link>
      <guid>https://dev.to/7xgames/i-built-a-free-boggle-word-game-with-a-dfs-grid-solver-and-drag-to-select-heres-how-it-works-4g4l</guid>
      <description>&lt;p&gt;I just shipped Boggle Online on 7x.games — a free, browser-based Boggle word game. No login, no download. Here's a technical breakdown.&lt;/p&gt;

&lt;p&gt;🎮 Play it → &lt;a href="//7x.games/games/boggle-online"&gt;7x.games/games/boggle-online&lt;/a&gt;&lt;br&gt;
What it does&lt;br&gt;
A grid of random letter dice is rolled. A countdown timer starts. You drag through adjacent letters to spell words — horizontally, vertically, or diagonally. Each die can only be used once per word. Longer words score exponentially more points.&lt;/p&gt;

&lt;p&gt;Features:&lt;/p&gt;

&lt;p&gt;🎲 Classic 4×4 (16 dice, 3 min) and Big 5×5 (25 dice, 4 min)&lt;br&gt;
👆 Drag-to-select with undo — drag back to remove the last letter&lt;br&gt;
🧠 DFS solver finds every valid word at game start&lt;br&gt;
📊 Official Boggle scoring — 3-4 letters = 1pt, 5 = 2pts, 6 = 3pts, 7 = 5pts, 8+ = 11pts&lt;br&gt;
⏱ Countdown timer with urgency colors (cyan → amber → red at 10s)&lt;br&gt;
📖 3,000+ word dictionary merged from two curated sources&lt;br&gt;
🏆 Best score persistence per grid mode in localStorage&lt;br&gt;
🔊 Web Audio API sounds — no external audio files&lt;br&gt;
📱 Full touch support for mobile/tablet&lt;br&gt;
The grid solver — finding every valid word with DFS&lt;br&gt;
When the game starts, I run a depth-first search from every cell to find all valid words the grid contains. This lets me show "words you missed" at the end.&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
function solveGrid(grid, size, dict) {&lt;br&gt;
    const found = new Set()&lt;br&gt;
    const visited = Array.from({ length: size }, () =&amp;gt; Array(size).fill(false))&lt;br&gt;
    function dfs(r, c, word) {&lt;br&gt;
        if (word.length &amp;gt;= 3 &amp;amp;&amp;amp; dict.has(word)) found.add(word)&lt;br&gt;
        if (word.length &amp;gt;= 8) return // cap depth&lt;br&gt;
        for (const [nr, nc] of getNeighbors(r, c, size)) {&lt;br&gt;
            if (visited[nr][nc]) continue&lt;br&gt;
            visited[nr][nc] = true&lt;br&gt;
            dfs(nr, nc, word + grid[nr][nc])&lt;br&gt;
            visited[nr][nc] = false&lt;br&gt;
        }&lt;br&gt;
    }&lt;br&gt;
    for (let r = 0; r &amp;lt; size; r++)&lt;br&gt;
        for (let c = 0; c &amp;lt; size; c++) {&lt;br&gt;
            visited[r][c] = true&lt;br&gt;
            dfs(r, c, grid[r][c])&lt;br&gt;
            visited[r][c] = false&lt;br&gt;
        }&lt;br&gt;
    return found&lt;br&gt;
}&lt;br&gt;
Key decisions:&lt;/p&gt;

&lt;p&gt;Depth cap at 8 — words longer than 8 letters are extremely rare in Boggle and capping prevents exponential blowup on 5×5 grids&lt;br&gt;
Set-based dictionary — O(1) lookups make the DFS fast. The dictionary is built at module load time from a comma-separated string&lt;br&gt;
Backtracking visited array — standard DFS with mark/unmark ensures each die is used at most once per path&lt;br&gt;
On a 4×4 grid this runs in ~5ms. On 5×5 it's ~20-50ms — fast enough to run synchronously on game start.&lt;/p&gt;

&lt;p&gt;Official Boggle dice&lt;br&gt;
I use the actual Boggle dice letter distributions, not random letters:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
const DICE_4X4 = [&lt;br&gt;
    'AAEEGN', 'ABBJOO', 'ACHOPS', 'AFFKPS',&lt;br&gt;
    'AOOTTW', 'CIMOTU', 'DEILRX', 'DELRVY',&lt;br&gt;
    'DISTTY', 'EEGHNW', 'EEINSU', 'EHRTVW',&lt;br&gt;
    'EIOSST', 'ELRTTY', 'HIMNQU', 'HLNNRZ',&lt;br&gt;
]&lt;br&gt;
Each die has 6 faces. The dice are shuffled, then one random face is picked per die. This replicates the physical Boggle experience — certain letter combinations are more likely than pure randomness, creating grids that feel "right" with a good mix of vowels and consonants.&lt;/p&gt;

&lt;p&gt;Drag-to-select with undo&lt;br&gt;
The selection system needs to enforce adjacency and allow "undo" by dragging backwards:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
const handlePointerMove = (e) =&amp;gt; {&lt;br&gt;
    const cell = getCellFromEvent(e)&lt;br&gt;
    setSelectedPath(prev =&amp;gt; {&lt;br&gt;
        // Undo: dragging back to second-to-last cell&lt;br&gt;
        if (prev.length &amp;gt;= 2) {&lt;br&gt;
            const secondLast = prev[prev.length - 2]&lt;br&gt;
            if (secondLast[0] === cell[0] &amp;amp;&amp;amp; secondLast[1] === cell[1]) {&lt;br&gt;
                return prev.slice(0, -1) // remove last&lt;br&gt;
            }&lt;br&gt;
        }&lt;br&gt;
        // Skip if already in path&lt;br&gt;
        if (prev.some(([r, c]) =&amp;gt; r === cell[0] &amp;amp;&amp;amp; c === cell[1])) return prev&lt;br&gt;
        // Must be adjacent to last cell&lt;br&gt;
        if (!isAdjacent(prev[prev.length - 1], cell)) return prev&lt;br&gt;
        return [...prev, cell]&lt;br&gt;
    })&lt;br&gt;
}&lt;br&gt;
The undo mechanic is crucial — without it, one wrong drag means you have to release and start over. With it, you can "back up" naturally.&lt;/p&gt;

&lt;p&gt;Dictionary: merging two word lists&lt;br&gt;
I merged two sources for broad coverage:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
import { BOGGLE_DICT } from '@/lib/boggleWords'      // ~2,500 words (3-8 letters)&lt;br&gt;
import { WORD_LIST } from '@/app/games/word-guess/words' // ~400 five-letter words&lt;br&gt;
const FULL_DICT = new Set([...BOGGLE_DICT, ...WORD_LIST])&lt;br&gt;
The boggleWords.js file stores all words as a single comma-separated string that's split into a Set at module load:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
const RAW = "ACE,ACT,ADD,AGE,AGO,AID,AIM..."&lt;br&gt;
export const BOGGLE_DICT = new Set(RAW.split(','))&lt;br&gt;
This is ~17KB — small enough to bundle client-side without impacting load time, and the Set gives O(1) lookups during both the DFS solve and player word validation.&lt;/p&gt;

&lt;p&gt;Audio without files&lt;br&gt;
All sounds are synthesized using the Web Audio API:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
function mkAudio() {&lt;br&gt;
    let ctx = null&lt;br&gt;
    const tone = (freq, type, duration, volume, delay) =&amp;gt; {&lt;br&gt;
        const c = ctx, t = c.currentTime + delay&lt;br&gt;
        const osc = c.createOscillator(), gain = c.createGain()&lt;br&gt;
        osc.type = type&lt;br&gt;
        osc.frequency.setValueAtTime(freq, t)&lt;br&gt;
        gain.gain.setValueAtTime(volume, t)&lt;br&gt;
        gain.gain.exponentialRampToValueAtTime(0.001, t + duration)&lt;br&gt;
        osc.start(t); osc.stop(t + duration)&lt;br&gt;
    }&lt;br&gt;
    return {&lt;br&gt;
        found() { tone(523, 'sine', .1, .12); tone(659, 'sine', .1, .12, .09); tone(784, 'sine', .15, .12, .18) },&lt;br&gt;
        wrong() { tone(220, 'sawtooth', .12, .1) },&lt;br&gt;
        tick()  { tone(800, 'sine', .03, .04) },&lt;br&gt;
    }&lt;br&gt;
}&lt;br&gt;
Zero audio files. The "found word" sound is an ascending C-E-G triad. The "wrong" sound is a low sawtooth buzz. The countdown tick is a subtle 800Hz blip. Total audio code: ~20 lines.&lt;/p&gt;

&lt;p&gt;Scoring system&lt;br&gt;
Following official Boggle scoring rules:&lt;/p&gt;

&lt;p&gt;Word Length Points&lt;br&gt;
3-4 letters 1&lt;br&gt;
5 letters   2&lt;br&gt;
6 letters   3&lt;br&gt;
7 letters   5&lt;br&gt;
8+ letters  11&lt;br&gt;
The exponential scaling means one 7-letter word = five 3-letter words. This rewards pattern recognition and vocabulary depth over speed alone.&lt;/p&gt;

&lt;p&gt;Stack&lt;br&gt;
Next.js App Router&lt;br&gt;
React hooks (useState, useEffect, useRef, useCallback)&lt;br&gt;
Lucide React icons&lt;br&gt;
Web Audio API for sounds&lt;br&gt;
localStorage for best scores&lt;br&gt;
Zero game engine dependencies&lt;br&gt;
What I'd add next&lt;br&gt;
Trie-based dictionary for prefix pruning (reject impossible paths early in DFS)&lt;br&gt;
Multiplayer mode — same grid, compete on score via Firebase&lt;br&gt;
Daily challenge — seeded grid so everyone solves the same one&lt;br&gt;
Word definitions — show definitions of missed words to build vocabulary&lt;br&gt;
Play it: &lt;a href="//7x.games/games/boggle-online"&gt;7x.games/games/boggle-online&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I'm building 7x.games — a free, no-login arcade with 60+ browser games. If you have feedback or want to see specific features, drop a comment!&lt;/p&gt;

</description>
      <category>javascript</category>
      <category>react</category>
      <category>gamedev</category>
      <category>webdev</category>
    </item>
    <item>
      <title>I built a free Word Search puzzle game with drag-to-select, 7 categories, and 3 difficulty levels — all in the browser</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Fri, 03 Apr 2026 10:24:36 +0000</pubDate>
      <link>https://dev.to/7xgames/i-built-a-free-word-search-puzzle-game-with-drag-to-select-7-categories-and-3-difficulty-levels--2fdn</link>
      <guid>https://dev.to/7xgames/i-built-a-free-word-search-puzzle-game-with-drag-to-select-7-categories-and-3-difficulty-levels--2fdn</guid>
      <description>&lt;p&gt;I just shipped a Word Search puzzle game on 7x.games — completely free, no login, no download. Here's a breakdown of how I built it and the design decisions behind it.&lt;/p&gt;

&lt;p&gt;🎮 Play it here → &lt;a href="//7x.games/games/word-search"&gt;7x.games/games/word-search&lt;/a&gt;&lt;br&gt;
What it does&lt;br&gt;
Classic word search: a grid of random letters with hidden words placed in straight lines. You click and drag across the letters to highlight a word. If it matches one from the list, it stays highlighted and gets crossed off. Find all the words as fast as you can.&lt;/p&gt;

&lt;p&gt;Features:&lt;/p&gt;

&lt;p&gt;🐾 7 categories — Animals, Countries, Sports, Food, Science, Nature, and Random Mix&lt;br&gt;
🟢🟡🔴 3 difficulty levels — Easy (8×8, 5 words), Medium (10×10, 7 words), Hard (12×12, 9 words)&lt;br&gt;
📐 Directional complexity — Easy goes right/down only. Medium adds diagonals. Hard adds backwards too&lt;br&gt;
⏱ Timer with personal bests — Saved per category × difficulty combo in localStorage&lt;br&gt;
🔊 Audio feedback — Satisfying sounds for selections, correct matches, wrong attempts, and puzzle completion&lt;br&gt;
📱 Fully touch-responsive — Drag to select works on mobile/tablet with touchAction: none and proper touch event handling&lt;br&gt;
🎨 Multi-color highlights — Each found word is highlighted in a different color so you can visually distinguish overlapping words&lt;br&gt;
The grid generation algorithm&lt;br&gt;
The core challenge is placing words into a grid without conflicts. Here's how I approached it:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
function generateGrid(words, size, directions) {&lt;br&gt;
    const grid = Array.from({ length: size }, () =&amp;gt; Array(size).fill(''))&lt;br&gt;
    const shuffled = [...words].sort(() =&amp;gt; Math.random() - 0.5)&lt;br&gt;
    for (const word of shuffled) {&lt;br&gt;
        const dirs = [...directions].sort(() =&amp;gt; Math.random() - 0.5)&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;    for (let attempt = 0; attempt &amp;lt; 100; attempt++) {
        const dir = dirs[attempt % dirs.length]
        const [dr, dc] = DIRECTION_DELTAS[dir]
        // ... clamp start position, check every cell
        // Allow overlap only if the existing letter matches
        if (grid[r][c] !== '' &amp;amp;&amp;amp; grid[r][c] !== word[i]) break
    }
}
// Fill blanks with random letters
for (let r = 0; r &amp;lt; size; r++)
    for (let c = 0; c &amp;lt; size; c++)
        if (grid[r][c] === '') 
            grid[r][c] = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'[Math.floor(Math.random() * 26)]
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;}&lt;br&gt;
Key decisions:&lt;/p&gt;

&lt;p&gt;Shuffle word order before placing — longer words placed first would always get priority, creating predictable layouts&lt;br&gt;
100 attempts per word with rotating direction choices — balances placement success rate vs. generation speed&lt;br&gt;
Allow letter overlap when characters match — this creates more compact, interesting puzzles and adds false leads for the player&lt;br&gt;
Random filler letters — I considered weighting filler letters toward word-start letters for extra difficulty, but kept it uniform for now&lt;br&gt;
Drag-to-select on touch and mouse&lt;br&gt;
The selection system needs to work with both mouse and touch, constrained to straight lines only (horizontal, vertical, or 45° diagonal):&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
const computeLineCells = (start, end) =&amp;gt; {&lt;br&gt;
    const [r1, c1] = start&lt;br&gt;
    const [r2, c2] = end&lt;br&gt;
    const dR = Math.abs(r2 - r1)&lt;br&gt;
    const dC = Math.abs(c2 - c1)&lt;br&gt;
    // Must be horizontal, vertical, or 45° diagonal&lt;br&gt;
    if (dR !== 0 &amp;amp;&amp;amp; dC !== 0 &amp;amp;&amp;amp; dR !== dC) return []&lt;br&gt;
    const steps = Math.max(dR, dC)&lt;br&gt;
    const dr = Math.sign(r2 - r1)&lt;br&gt;
    const dc = Math.sign(c2 - c1)&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;return Array.from({ length: steps + 1 }, (_, i) =&amp;gt; 
    [r1 + dr * i, c1 + dc * i]
)
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;}&lt;br&gt;
The dR !== dC check is the key constraint — it ensures the selection snaps to valid lines and ignores arbitrary diagonal drags. On touch devices, I set touchAction: 'none' on the grid container and prevent default on touchmove to stop page scrolling while dragging.&lt;/p&gt;

&lt;p&gt;Word matching — forward and reverse&lt;br&gt;
On Hard difficulty, words can be placed backwards. So the selection check tests both directions:&lt;/p&gt;

&lt;p&gt;javascript&lt;br&gt;
const selectedWord = cells.map(([r, c]) =&amp;gt; grid[r][c]).join('')&lt;br&gt;
const reversedWord = [...selectedWord].reverse().join('')&lt;br&gt;
for (const placement of placements) {&lt;br&gt;
    if (placement.word === selectedWord || placement.word === reversedWord)&lt;br&gt;
        return placement.word&lt;br&gt;
}&lt;br&gt;
This means a player can drag in either direction to find a word — left-to-right or right-to-left both work.&lt;/p&gt;

&lt;p&gt;Design choices&lt;br&gt;
Dark theme with cyan accent (#22d3ee) — consistent with the 7x.games design system&lt;br&gt;
Color-coded found words — 9 rotating highlight colors so overlapping words remain distinguishable&lt;br&gt;
Progress bar — found/total with a gradient fill that grows visually with each find&lt;br&gt;
Inline word list above the grid — found words get line-through and dim to 50% opacity instead of disappearing (keeps the list stable, no layout shifts)&lt;br&gt;
Audio using Web Audio API — no external files, just synthesized tones with OscillatorNode. Found words get an ascending 3-note chime, wrong selections get a low buzz&lt;br&gt;
Stack&lt;br&gt;
Next.js (App Router)&lt;br&gt;
React with hooks (useState, useEffect, useRef, useCallback)&lt;br&gt;
Lucide React for icons&lt;br&gt;
Web Audio API for sound effects&lt;br&gt;
localStorage for persisting best times&lt;br&gt;
Zero external game libraries&lt;br&gt;
What I'd add next&lt;br&gt;
Daily challenge mode — same puzzle for everyone, leaderboard comparison&lt;br&gt;
Hint system — reveal the first letter of an unfound word&lt;br&gt;
Custom word lists — let players paste their own vocabulary lists&lt;br&gt;
Multiplayer race — two players solve the same grid simultaneously via Firebase&lt;br&gt;
Play it: &lt;a href="https://7x.games/games/word-search" rel="noopener noreferrer"&gt;7x.games/games/word-search&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you have feedback or feature ideas, drop a comment! I'm building the entire 7x.games arcade one game at a time — 60+ games and counting.&lt;/p&gt;

&lt;p&gt;Follow me for more browser game dev posts. I'm building 7x.games — a free, no-login arcade with 60+ games.&lt;/p&gt;

</description>
      <category>javascript</category>
      <category>react</category>
      <category>webdev</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>Just Shipped Phase 6 of my 150-Game Challenge: The Deep Puzzles &amp; Math Pack! 🧩🚀</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Thu, 02 Apr 2026 02:17:40 +0000</pubDate>
      <link>https://dev.to/7xgames/just-shipped-phase-6-of-my-150-game-challenge-the-deep-puzzles-math-pack-2pgh</link>
      <guid>https://dev.to/7xgames/just-shipped-phase-6-of-my-150-game-challenge-the-deep-puzzles-math-pack-2pgh</guid>
      <description>&lt;p&gt;Hey DEV community! 👋&lt;/p&gt;

&lt;p&gt;I'm currently on a crazy journey to build 150 web-based micro-games for my platform, 7x.games. I’ve just officially wrapped up Phase 6: Deep Puzzles, Hyper-Casual &amp;amp; Kids Math, taking the total completed games up another level!&lt;/p&gt;

&lt;p&gt;Building this batch was particularly fun because it stretched across wildly different mechanics—from addictive idle loops to pure educational math logic.&lt;/p&gt;

&lt;p&gt;Here’s what just went live: 🍪 Hyper-Casual &amp;amp; Idle: Cookie Clicker clone, Suika (Watermelon) Game clone, Idle Miner Clicker 🧠 Deep Puzzles: 2048 Multiplayer Variant, Memory Card Pro 🧮 Educational Math for Kids: Times Tables, Fractions, Math Bingo, Number Bonds, Money Math, and Roman Numerals!&lt;/p&gt;

&lt;p&gt;A few takeaways from this phase:&lt;/p&gt;

&lt;p&gt;Idle Mechanics: Getting the math right on idle incrementals (like Cookie Clicker &amp;amp; Idle Miner) so they remain engaging without breaking the game state is a balancing act!&lt;br&gt;
Multiplayer State: Moving 2048 to a multiplayer variant was a fantastic technical challenge in handling real-time state synchronization.&lt;br&gt;
Educational UI/UX: Designing for kids means bigger buttons, instant gratification (sound effects!), and clear, distraction-free UIs.&lt;br&gt;
I'd love for you to try them out and try to break them! What phase/genres should I tackle next as I push toward that 150 mark?&lt;/p&gt;

&lt;p&gt;Let me know what you think below! 👇&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>gamedev</category>
      <category>indiehackers</category>
      <category>buildinpublic</category>
    </item>
    <item>
      <title>I added real-time online multiplayer to my Connect 4 browser game using Firebase</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Tue, 31 Mar 2026 16:10:52 +0000</pubDate>
      <link>https://dev.to/7xgames/i-added-real-time-online-multiplayer-to-my-connect-4-browser-game-using-firebase-3akp</link>
      <guid>https://dev.to/7xgames/i-added-real-time-online-multiplayer-to-my-connect-4-browser-game-using-firebase-3akp</guid>
      <description>&lt;p&gt;Hey everyone! 👋&lt;/p&gt;

&lt;p&gt;I just shipped a big update to my Connect 4 game on &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt; — online multiplayer is now live!&lt;/p&gt;

&lt;p&gt;What's new:&lt;br&gt;
🌐 Online Multiplayer — play Connect 4 with anyone in the world in real-time&lt;br&gt;
🔒 Private Rooms — create a room and share a unique invite link with a friend&lt;br&gt;
⚡ Quick Match — get auto-paired with a random opponent&lt;br&gt;
📤 Social Sharing — share invite links via WhatsApp, Telegram, Twitter/X, Facebook, or native share&lt;br&gt;
🔗 URL Invites — friends click a ?room=XXXXXX link and they're straight into the game&lt;br&gt;
📡 Real-time Sync — moves sync instantly between both players via Firebase Realtime Database&lt;br&gt;
📱 Works on all devices — mobile, tablet, desktop — no app download needed&lt;br&gt;
What was already there:&lt;br&gt;
🤖 3 AI difficulty levels (Easy = random, Medium = minimax depth 4, Hard = minimax depth 7 with alpha-beta pruning)&lt;br&gt;
👥 Local Pass &amp;amp; Play mode&lt;br&gt;
🎨 4 board themes (Classic, Obsidian, Forest, Crimson)&lt;br&gt;
🔊 Sound effects &amp;amp; disc drop animations&lt;br&gt;
↩️ Undo support (local only)&lt;br&gt;
Tech stack:&lt;br&gt;
Next.js (React, App Router)&lt;br&gt;
Firebase Realtime Database for room management &amp;amp; move sync&lt;br&gt;
Web Audio API for sound effects&lt;br&gt;
No external game engine — pure React + CSS animations&lt;br&gt;
How multiplayer works:&lt;br&gt;
Player 1 creates a room → Firebase stores room state&lt;br&gt;
Player 1 shares the invite link&lt;br&gt;
Player 2 opens the link → auto-joins the room&lt;br&gt;
Both clients listen to the same Firebase path via onValue&lt;br&gt;
When a player clicks a column, the move is pushed to Firebase&lt;br&gt;
Both clients process the move locally — board state stays in sync&lt;br&gt;
The room creator always plays as Red (goes first), and the joining player is Yellow.&lt;/p&gt;

&lt;p&gt;Would love any feedback! Try it out: &lt;a href="https://7x.games/games/connect-4" rel="noopener noreferrer"&gt;Click here&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;📋 Changelog / Release Notes&lt;br&gt;
Connect 4 — v2.0 | Online Multiplayer Update&lt;br&gt;
Release Date: March 31, 2026&lt;/p&gt;

&lt;p&gt;✨ New Features&lt;br&gt;
Online Multiplayer — Real-time 2-player matches via Firebase&lt;br&gt;
Private Rooms — Create a room and share an invite link&lt;br&gt;
Quick Match — Auto-pair with a random waiting player&lt;br&gt;
Social Sharing — Share invite links via WhatsApp, Telegram, Twitter/X, Facebook&lt;br&gt;
URL Invites — ?room=XXXXXX parameter for instant join&lt;br&gt;
Opponent Disconnect Detection — Shows "Opponent Left" screen with return to lobby&lt;br&gt;
Leave Game — Clean disconnect that marks the room as abandoned&lt;br&gt;
🔧 Improvements&lt;br&gt;
Sidebar ad fixed from aspect-square to fixed h-[250px] for proper tablet sizing&lt;br&gt;
SEO metadata updated for online multiplayer keywords&lt;br&gt;
FAQ expanded from 5 to 9 questions covering online features&lt;br&gt;
New "Online Multiplayer" section in page SEO content&lt;br&gt;
Quick Rules updated with 🌐 Online entry&lt;br&gt;
🛡️ Preserved&lt;br&gt;
All existing local play modes (vs Computer + vs Friend)&lt;br&gt;
3 AI difficulty levels (Easy, Medium, Hard)&lt;br&gt;
4 board themes&lt;br&gt;
Undo support (local only)&lt;br&gt;
Sound effects and animations&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>programming</category>
      <category>javascript</category>
      <category>nextjs</category>
    </item>
    <item>
      <title>How I Built an Interactive "Number Bonds" Math Game using Next.js and Pure SVGs</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Mon, 30 Mar 2026 12:08:06 +0000</pubDate>
      <link>https://dev.to/7xgames/how-i-built-an-interactive-number-bonds-math-game-using-nextjs-and-pure-svgs-4km6</link>
      <guid>https://dev.to/7xgames/how-i-built-an-interactive-number-bonds-math-game-using-nextjs-and-pure-svgs-4km6</guid>
      <description>&lt;p&gt;Hey DEV community! 👋&lt;/p&gt;

&lt;p&gt;I just pushed a new educational puzzle game live on my web arcade, &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt;. It’s called Number Bonds—a classic "part-part-whole" math concept where kids figure out how two smaller numbers combine to make a larger one.&lt;/p&gt;

&lt;p&gt;While building educational games, I try to avoid heavy game engines like WebGL or Phaser. For a puzzle like this, DOM elements and React state are more than enough. But the challenge is making it look fluid, interactive, and visually appealing for kids without relying on massive image assets.&lt;/p&gt;

&lt;p&gt;Here is a breakdown of how I engineered the UI and the math logic using Next.js, Tailwind CSS, and pure SVGs.&lt;/p&gt;

&lt;p&gt;📐 1. The Visual Architecture: Pure SVG Connections&lt;br&gt;
A Number Bond is typically represented as a large "Whole" circle connected by lines to two or more smaller "Part" circles.&lt;/p&gt;

&lt;p&gt;Instead of exporting PNGs for every possible layout, I built a dynamic  component. I used CSS Grid for the positioning of the HTML input bubbles, and placed an absolute-positioned  layer underneath them to draw the connecting lines dynamically.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
// Simplified example of the connecting lines&lt;br&gt;
&lt;br&gt;
  {/* Line from Left Part to Whole &lt;em&gt;/}&lt;br&gt;
  
    x1="25%" y1="75%" &lt;br&gt;
    x2="50%" y2="25%" &lt;br&gt;
    stroke="rgba(255,255,255,0.2)" &lt;br&gt;
    strokeWidth="8" &lt;br&gt;
    strokeLinecap="round" &lt;br&gt;
  /&amp;gt;&lt;br&gt;
  {/&lt;/em&gt; Line from Right Part to Whole */}&lt;br&gt;
  
    x1="75%" y1="75%" &lt;br&gt;
    x2="50%" y2="25%" &lt;br&gt;
    stroke="rgba(255,255,255,0.2)" &lt;br&gt;
    strokeWidth="8" &lt;br&gt;
    strokeLinecap="round" &lt;br&gt;
  /&amp;gt;&lt;br&gt;
&lt;br&gt;
Because the lines are just SVG coordinates, they scale infinitely. Whether a kid is playing on a 4K smartboard or a tiny shattered iPhone screen, the geometry remains pixel-perfect.&lt;/p&gt;

&lt;p&gt;🧠 2. The Deterministic Math Generator&lt;br&gt;
A common trap in generating endless math problems is accidentally repeating the same question or creating impossible scenarios.&lt;/p&gt;

&lt;p&gt;To solve this, I wrote a deterministic generator that calculates the "Whole" based on the selected difficulty limit, and then randomly splits it into two "Parts". The game randomly decides which of the three circles to leave blank.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
function generateBond(maxTarget) {&lt;br&gt;
  // Generate the "Whole"&lt;br&gt;
  const whole = Math.floor(Math.random() * (maxTarget - 5 + 1)) + 5;&lt;/p&gt;

&lt;p&gt;// Split into two parts&lt;br&gt;
  const part1 = Math.floor(Math.random() * (whole - 1)) + 1;&lt;br&gt;
  const part2 = whole - part1;&lt;/p&gt;

&lt;p&gt;// Randomly select which bubble is the "question" (0 = Whole, 1 = Part1, 2 = Part2)&lt;br&gt;
  const hiddenIndex = Math.floor(Math.random() * 3);&lt;/p&gt;

&lt;p&gt;return { whole, part1, part2, hiddenIndex };&lt;br&gt;
}&lt;br&gt;
This ensures the math is always clean, solvable, and fits perfectly within the difficulty tier the teacher selected.&lt;/p&gt;

&lt;p&gt;⚡ 3. Kid-Friendly Input Handling&lt;br&gt;
Typing on a mobile browser can be frustrating, especially for a 7-year-old. When you focus an , the mobile keyboard pushes the whole screen up, potentially hiding the game UI.&lt;/p&gt;

&lt;p&gt;The Fix: I bypassed the native mobile keyboard entirely.&lt;br&gt;
The input fields in the game are actually styled &lt;/p&gt; elements. Below the Number Bond, I built a custom React numpad. When a user taps a number, it updates the React state of the active bubble instantly.

&lt;p&gt;This keeps the user locked into the game view, prevents the UI from shifting, and allows for rapid-fire answering to build up combo streaks.&lt;/p&gt;

&lt;p&gt;What's Next?&lt;br&gt;
Building these lightweight, fast-loading educational games has been an awesome exercise in React state management and UI design. My next goal is to implement a classroom dashboard so teachers can generate custom room codes and track the high scores of their students live.&lt;/p&gt;

&lt;p&gt;If you want to check out the UI animations or test your elementary math speed, you can play it here: &lt;a href="https://7x.games/games/number-bonds" rel="noopener noreferrer"&gt;Number Bonds on 7x.games&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;How do you handle custom inputs on mobile web apps? Do you stick to native keyboards or build custom numpads to control the UI experience? Let me know in the comments!&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>programming</category>
      <category>javascript</category>
      <category>nextjs</category>
    </item>
    <item>
      <title>Building a Frictionless Real-Time Multiplayer Game with Next.js &amp; Firebase 🐍🪜</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Sun, 29 Mar 2026 14:56:20 +0000</pubDate>
      <link>https://dev.to/7xgames/building-a-frictionless-real-time-multiplayer-game-with-nextjs-firebase-4bnk</link>
      <guid>https://dev.to/7xgames/building-a-frictionless-real-time-multiplayer-game-with-nextjs-firebase-4bnk</guid>
      <description>&lt;p&gt;Hey DEV community! 👋&lt;/p&gt;

&lt;p&gt;I just rolled out a massive update for my gaming platform, &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt;, bringing real-time online multiplayer to a childhood classic: Snakes &amp;amp; Ladders.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;Here is a breakdown of how I built it, the stack I used, and a few UI/UX tricks I learned along the way.&lt;/p&gt;

&lt;p&gt;🛠️ The Tech Stack&lt;br&gt;
Frontend: Next.js (React)&lt;/p&gt;

&lt;p&gt;Styling: Tailwind CSS&lt;/p&gt;

&lt;p&gt;Backend/State Sync: Firebase Realtime Database&lt;/p&gt;

&lt;p&gt;Hosting: Vercel&lt;/p&gt;

&lt;p&gt;🧠 Challenge 1: Zero-Friction Invites (Deep Linking)&lt;br&gt;
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.&lt;/p&gt;

&lt;p&gt;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.).&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
// Catching the invite link on mount&lt;br&gt;
useEffect(() =&amp;gt; {&lt;br&gt;
    const params = new URLSearchParams(window.location.search)&lt;br&gt;
    const roomParam = params.get('room')&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;if (roomParam &amp;amp;&amp;amp; roomParam.length === 6) {
    setInvitedRoomId(roomParam.toUpperCase())
    setGameMode('online')
    setOnlineScreen('name') // Skip the lobby!
}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;}, [])&lt;br&gt;
🎨 Challenge 2: The "Bottom Player" UX Trick&lt;br&gt;
In most board games, the player wants their avatar or dice to be at the bottom of the screen, closest to their thumbs.&lt;/p&gt;

&lt;p&gt;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."&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
{/* TOP ROW */}&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;{playerSlot === 'player2' ? (
     /* Render Opponent (Red) on top */
) : (
     /* Render Opponent (Green) on top */
)}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;p&gt;{/* ... Game Board ... */}&lt;/p&gt;

&lt;p&gt;{/* BOTTOM ROW */}&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;{playerSlot === 'player2' ? (
     /* Render YOU (Green) on bottom */
) : (
     /* Render YOU (Red) on bottom */
)}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;p&gt;It’s a tiny visual change, but it makes the game feel incredibly polished and native.&lt;/p&gt;

&lt;p&gt;⏱️ Challenge 3: Smart Matchmaking Fallbacks&lt;br&gt;
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?&lt;/p&gt;

&lt;p&gt;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?"&lt;/p&gt;

&lt;p&gt;It gives them two fallback options:&lt;/p&gt;

&lt;p&gt;🤖 Play vs Computer: Instantly destroys the online lobby, switches to Local mode, and drops them into a game against an AI bot.&lt;/p&gt;

&lt;p&gt;👥 Invite a Friend Instead: Instantly converts their public matchmaking search into a Private Room so they can text a link to a friend.&lt;/p&gt;

&lt;p&gt;Instead of a frustrating wait, the user is immediately re-engaged!&lt;/p&gt;

&lt;p&gt;🎮 Try it out!&lt;br&gt;
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!&lt;/p&gt;

&lt;p&gt;Play it live here: &lt;a href="https://7x.games/games/snakes-ladders" rel="noopener noreferrer"&gt;Snakes and Ladders Multiplayer&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you've built real-time browser games using Firebase or WebSockets, let me know what your stack looks like in the comments below! 👇&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>firebase</category>
      <category>react</category>
      <category>webdev</category>
    </item>
    <item>
      <title>Building an Educational Math Game with Next.js, Pure SVGs, and JSON-LD</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Sat, 28 Mar 2026 11:32:30 +0000</pubDate>
      <link>https://dev.to/7xgames/building-an-educational-math-game-with-nextjs-pure-svgs-and-json-ld-2g0e</link>
      <guid>https://dev.to/7xgames/building-an-educational-math-game-with-nextjs-pure-svgs-and-json-ld-2g0e</guid>
      <description>&lt;p&gt;Hey DEV community! 👋&lt;/p&gt;

&lt;p&gt;I recently added a new educational game to my web arcade, &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt;, called Fraction Math Master.&lt;/p&gt;

&lt;p&gt;Usually, when developers think of building web games, they immediately reach for Canvas, WebGL, or engines like Phaser. But for educational puzzle games, that is often overkill. I wanted to share how I built a highly interactive, fast, and SEO-optimized math game using pure React, Tailwind CSS, and SVGs.&lt;/p&gt;

&lt;p&gt;Here is a breakdown of the technical hurdles and how I solved them.&lt;/p&gt;

&lt;p&gt;🍕 1. Drawing Dynamic "Pizza Slices" with SVG Math&lt;br&gt;
Kids learn fractions best visually. I needed a way to show a circle divided into any number of slices (denominator) with a specific number of them shaded in (numerator).&lt;/p&gt;

&lt;p&gt;Instead of loading heavy image assets, I built a FractionCircle React component that generates SVG paths on the fly using basic trigonometry.&lt;/p&gt;

&lt;p&gt;By calculating the angle of each slice ((2 * Math.PI) / denominator), I used Math.cos and Math.sin to draw exact SVG  arcs.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
// Simplified snippet of the SVG math&lt;br&gt;
const cx = size / 2;&lt;br&gt;
const cy = size / 2;&lt;br&gt;
const r = size / 2 - 8;&lt;br&gt;
const sliceAngle = (2 * Math.PI) / den;&lt;/p&gt;

&lt;p&gt;const startAngle = -Math.PI / 2 + i * sliceAngle; &lt;br&gt;
const endAngle = startAngle + sliceAngle;&lt;/p&gt;

&lt;p&gt;const x1 = cx + r * Math.cos(startAngle);&lt;br&gt;
const y1 = cy + r * Math.sin(startAngle);&lt;br&gt;
const x2 = cx + r * Math.cos(endAngle);&lt;br&gt;
const y2 = cy + r * Math.sin(endAngle);&lt;/p&gt;

&lt;p&gt;// Draw the wedge!&lt;br&gt;
const path = &lt;code&gt;M ${cx} ${cy} L ${x1} ${y1} A ${r} ${r} 0 ${largeArc} 1 ${x2} ${y2} Z&lt;/code&gt;;&lt;br&gt;
Because it is pure SVG, it scales flawlessly on mobile screens, weighs literally bytes, and allows me to add smooth CSS transform: scale(1.03) pop animations when the user gets an answer correct.&lt;/p&gt;

&lt;p&gt;🛑 2. Avoiding the "Infinite While Loop" Trap&lt;br&gt;
The game generates dynamic multiple-choice questions (e.g., "Find an equivalent fraction for 2/4").&lt;/p&gt;

&lt;p&gt;Initially, I used a while loop to generate random wrong answers. The logic was: Generate a random fraction. If it equals the correct answer, throw it out and loop again. The bug: If the math constraints were too tight (e.g., Easy Mode where the max denominator is 6), the random number generator could run out of unique wrong answers, trapping the browser in an infinite while loop and crashing the tab.&lt;/p&gt;

&lt;p&gt;The Fix: I switched to a Deterministic Array Generator.&lt;br&gt;
Instead of "guessing" random numbers, I wrote a helper function that instantly calculates every single possible wrong answer within the difficulty limits, pushes them into a pool, shuffles the pool, and returns the top 3.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
// Pre-generate valid wrong answers to avoid infinite loops&lt;br&gt;
function getSafeWrongs(correctN, correctD, count, maxD) {&lt;br&gt;
  const correctVal = correctN / correctD;&lt;br&gt;
  const pool = [];&lt;/p&gt;

&lt;p&gt;for (let d = 2; d &amp;lt;= maxD + 5; d++) {&lt;br&gt;
    for (let n = 1; n &amp;lt; d; n++) {&lt;br&gt;
      if (n / d !== correctVal) {&lt;br&gt;
        pool.push({ num: n, den: d, label: &lt;code&gt;${n}/${d}&lt;/code&gt; });&lt;br&gt;
      }&lt;br&gt;
    }&lt;br&gt;
  }&lt;/p&gt;

&lt;p&gt;shuffle(pool);&lt;br&gt;
  return pool.slice(0, count); // Guaranteed to never freeze!&lt;br&gt;
}&lt;br&gt;
Zero guessing. Zero chance of an infinite loop.&lt;/p&gt;

&lt;p&gt;🔍 3. Enterprise SEO in Next.js (JSON-LD)&lt;br&gt;
A web game is useless if no one plays it. To get this game ranking on Google for queries like "Fraction Games Online Free For Kids", standard &lt;/p&gt;
 tags aren't enough.

&lt;p&gt;Using Next.js App Router, I injected Google's native language—JSON-LD Schema Markup—directly into the layout.js of the game.&lt;/p&gt;

&lt;p&gt;I used two specific schemas:&lt;/p&gt;

&lt;p&gt;@type: VideoGame: Explicitly tells Google the genre, the audience (educational), and that it is free to play in a browser.&lt;/p&gt;

&lt;p&gt;@type: FAQPage: I hardcoded common search queries (e.g., "How do you simplify a fraction?") directly into the schema. This allows Google to pull the game page directly into the "People Also Ask" dropdown boxes on search result pages.&lt;/p&gt;

&lt;p&gt;JavaScript&lt;br&gt;
export default function FractionMathLayout({ children }) {&lt;br&gt;
  return (&lt;br&gt;
    &amp;lt;&amp;gt;&lt;br&gt;
      
        type="application/ld+json"&amp;lt;br&amp;gt;
        dangerouslySetInnerHTML={{ __html: JSON.stringify(mySchemaObject) }}&amp;lt;br&amp;gt;
      /&amp;gt;&amp;lt;br&amp;gt;
      {children}&amp;lt;br&amp;gt;
    &amp;amp;lt;/&amp;amp;gt;&amp;lt;br&amp;gt;
  )&amp;lt;br&amp;gt;
}&amp;lt;br&amp;gt;
🎮 The Result&amp;lt;br&amp;gt;
The result is a fast, responsive, and highly interactive educational game that requires zero external assets to run. It has 5 game modes (Identify, Compare, Equivalent, Simplify, Add/Sub) and a combo-streak system.&amp;lt;/p&amp;gt;

&amp;lt;p&amp;gt;If you want to check out the SVG UI animations or try to get a 10x combo streak, you can play it here: Fraction Math on 7x.games&amp;lt;/p&amp;gt;

&amp;lt;p&amp;gt;What is your preferred stack for building 2D web games? Do you always reach for Canvas, or do you use React/DOM elements for simpler mechanics? Let me know!&amp;lt;/p&amp;gt;
&lt;/p&gt;




</description>
      <category>nextjs</category>
      <category>webdev</category>
      <category>javascript</category>
      <category>react</category>
    </item>
    <item>
      <title>I built a Serverless Real-Time Multiplayer Game (Next.js + Firebase) 🚀</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Mon, 23 Mar 2026 17:59:57 +0000</pubDate>
      <link>https://dev.to/7xgames/i-built-a-serverless-real-time-multiplayer-game-nextjs-firebase-24a8</link>
      <guid>https://dev.to/7xgames/i-built-a-serverless-real-time-multiplayer-game-nextjs-firebase-24a8</guid>
      <description>&lt;p&gt;Hey DEV community! 👋&lt;/p&gt;

&lt;p&gt;I just hit a massive milestone on a side project I've been grinding on: I officially published 51 fully playable browser games on my arcade site, &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;To celebrate, I wanted game #51 to be special, so I built a Real-Time 1v1 &lt;a href="https://7x.games/games/2048-multiplayer" rel="noopener noreferrer"&gt;2048 Multiplayer Battle&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Here is how I pulled off real-time multiplayer state syncing using a serverless frontend architecture:&lt;/p&gt;

&lt;p&gt;The Stack:&lt;/p&gt;

&lt;p&gt;Framework: Next.js (App Router)&lt;/p&gt;

&lt;p&gt;Styling: Tailwind CSS (heavy use of neon box-shadows!)&lt;/p&gt;

&lt;p&gt;Hosting: Vercel&lt;/p&gt;

&lt;p&gt;Multiplayer Backend: Firebase Realtime Database&lt;/p&gt;

&lt;p&gt;The Matchmaking Architecture Trick:&lt;br&gt;
Vercel serverless functions aren't built for persistent WebSockets, so I offloaded the game state syncing entirely to Firebase.&lt;/p&gt;

&lt;p&gt;The biggest risk with this setup is "Ghost Rooms"—players closing their tabs while waiting in a lobby, leaving junk data that clutters the database over time. To fix this, I used Firebase's onDisconnect().remove() rule. It attaches a heartbeat to the user's browser, and the moment they close the tab or lose connection, Firebase automatically deletes their lobby from the database. It keeps the matchmaking pool pristine without needing a dedicated backend cron job to clean up!&lt;/p&gt;

&lt;p&gt;You can play the multiplayer mode here: 2048 Multiplayer&lt;/p&gt;

&lt;p&gt;Let me know what you think of the UI, or if you have any questions about setting up Next.js with Firebase!&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>javascript</category>
      <category>buildinpublic</category>
      <category>nextjs</category>
    </item>
    <item>
      <title>Phase 5 Final Game Shipped — Doodle Jump Clone Live on 7x.games</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Sat, 21 Mar 2026 09:04:55 +0000</pubDate>
      <link>https://dev.to/7xgames/phase-5-final-game-shipped-doodle-jump-clone-live-on-7xgames-2njb</link>
      <guid>https://dev.to/7xgames/phase-5-final-game-shipped-doodle-jump-clone-live-on-7xgames-2njb</guid>
      <description>&lt;h2&gt;
  
  
  Phase 5 is Complete! 🎉
&lt;/h2&gt;

&lt;p&gt;The final game of Phase 5 just went live on &lt;br&gt;
&lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt; — a Doodle Jump clone &lt;br&gt;
built from scratch with vanilla JavaScript and Next.js.&lt;/p&gt;

&lt;p&gt;👽 &lt;strong&gt;&lt;a href="https://7x.games/games/doodle-jump" rel="noopener noreferrer"&gt;Play Doodle Jump Free&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;


&lt;h2&gt;
  
  
  How I Built It
&lt;/h2&gt;

&lt;p&gt;The core mechanic of Doodle Jump is surprisingly &lt;br&gt;
tricky to get right in a browser:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The main challenges:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Infinite upward scrolling without actually moving 
the character up — instead the platforms move down&lt;/li&gt;
&lt;li&gt;Procedural platform generation that feels fair 
but gets progressively harder&lt;/li&gt;
&lt;li&gt;Mobile touch controls alongside keyboard support&lt;/li&gt;
&lt;li&gt;Enemy spawning at higher scores without 
making it impossible&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Tech used:&lt;/strong&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;Rendering&lt;/span&gt;    &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;Canvas&lt;/span&gt; &lt;span class="nx"&gt;API&lt;/span&gt;
&lt;span class="nx"&gt;Game&lt;/span&gt; &lt;span class="nx"&gt;loop&lt;/span&gt;    &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;requestAnimationFrame&lt;/span&gt;
&lt;span class="nx"&gt;Controls&lt;/span&gt;     &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;Keyboard&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;Touch&lt;/span&gt; &lt;span class="nx"&gt;events&lt;/span&gt;
&lt;span class="nx"&gt;Storage&lt;/span&gt;      &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;localStorage&lt;/span&gt; &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="nx"&gt;high&lt;/span&gt; &lt;span class="nx"&gt;scores&lt;/span&gt;
&lt;span class="nx"&gt;Framework&lt;/span&gt;    &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;Next&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;js&lt;/span&gt; &lt;span class="mi"&gt;14&lt;/span&gt;
&lt;span class="nx"&gt;Language&lt;/span&gt;     &lt;span class="err"&gt;→&lt;/span&gt; &lt;span class="nx"&gt;Vanilla&lt;/span&gt; &lt;span class="nx"&gt;JavaScript&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  The Infinite Scroll Trick
&lt;/h2&gt;

&lt;p&gt;Most beginners try to move the character upward.&lt;br&gt;
The correct approach is the opposite:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Wrong approach ❌&lt;/span&gt;
&lt;span class="nx"&gt;character&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-=&lt;/span&gt; &lt;span class="nx"&gt;jumpForce&lt;/span&gt;

&lt;span class="c1"&gt;// Correct approach ✅&lt;/span&gt;
&lt;span class="c1"&gt;// Keep character centered, move everything else down&lt;/span&gt;
&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;character&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;offset&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;character&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;
  &lt;span class="nx"&gt;character&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;
  &lt;span class="nx"&gt;platforms&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;p&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="nx"&gt;score&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;offset&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.1&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This keeps the player visually centered while&lt;br&gt;
the world scrolls — much smoother and easier &lt;br&gt;
to control.&lt;/p&gt;


&lt;h2&gt;
  
  
  Platform Generation
&lt;/h2&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;generatePlatform&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;random&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;PLATFORM_WIDTH&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PLATFORM_WIDTH&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;score&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;500&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nf"&gt;getRandomType&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;normal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Types unlock progressively&lt;/span&gt;
&lt;span class="c1"&gt;// normal    → always there&lt;/span&gt;
&lt;span class="c1"&gt;// moving    → unlocks at score 200&lt;/span&gt;
&lt;span class="c1"&gt;// breaking  → unlocks at score 500&lt;/span&gt;
&lt;span class="c1"&gt;// spring    → unlocks at score 300&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Mobile Controls
&lt;/h2&gt;

&lt;p&gt;Desktop uses arrow keys but mobile needs&lt;br&gt;
touch/tilt support:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Touch — tap left/right side of screen&lt;/span&gt;
&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;touchstart&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;touch&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;touches&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;midpoint&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;touch&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;clientX&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;midpoint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;left&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;right&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;

&lt;span class="c1"&gt;// Device tilt as alternative&lt;/span&gt;
&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;deviceorientation&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;gamma&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;left&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;gamma&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;right&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  What's Next — Phase 6
&lt;/h2&gt;

&lt;p&gt;Phase 5 is fully complete with 47 games live.&lt;br&gt;
Phase 6 starts now focusing on Kids Math Games:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;⏱️ Times Table Practice&lt;/li&gt;
&lt;li&gt;🎰 Math Bingo
&lt;/li&gt;
&lt;li&gt;🔢 Number Bonds&lt;/li&gt;
&lt;li&gt;➗ Fraction Math Game&lt;/li&gt;
&lt;li&gt;💰 Money Math&lt;/li&gt;
&lt;li&gt;🏛️ Roman Numerals Game&lt;/li&gt;
&lt;li&gt;🍪 Cookie Clicker&lt;/li&gt;
&lt;li&gt;🍉 Watermelon Game (Suika Clone)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Target: 160 total games by end of roadmap.&lt;/p&gt;




&lt;h2&gt;
  
  
  Play All 47 Games Free
&lt;/h2&gt;

&lt;p&gt;🎮 &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;7x.games&lt;/a&gt; — No download. &lt;br&gt;
No login. Works on mobile and desktop instantly.&lt;/p&gt;

&lt;p&gt;👽 Latest → &lt;a href="https://7x.games/games/doodle-jump" rel="noopener noreferrer"&gt;Doodle Jump Clone&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;*Building in public — follow along as I go &lt;br&gt;
from 47 → 160 games. Feedback welcome! 👇&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>javascript</category>
      <category>gamedev</category>
      <category>nextjs</category>
    </item>
    <item>
      <title>I Built Helix Jump in the Browser (No Login, No Download)</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Thu, 19 Mar 2026 02:52:33 +0000</pubDate>
      <link>https://dev.to/7xgames/i-built-helix-jump-in-the-browser-no-login-no-download-28gg</link>
      <guid>https://dev.to/7xgames/i-built-helix-jump-in-the-browser-no-login-no-download-28gg</guid>
      <description>&lt;p&gt;I just added a browser-based version of Helix Jump to my platform:&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://7x.games/games/helix-jump" rel="noopener noreferrer"&gt;https://7x.games/games/helix-jump&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  🎮 About the game
&lt;/h2&gt;

&lt;p&gt;Helix Jump is a simple but addictive game where you:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Drop a ball through rotating platforms&lt;/li&gt;
&lt;li&gt;Avoid dangerous sections&lt;/li&gt;
&lt;li&gt;Try to survive as long as possible&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  ⚡ What makes this version different
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;No login required&lt;/li&gt;
&lt;li&gt;No downloads&lt;/li&gt;
&lt;li&gt;Works instantly in browser&lt;/li&gt;
&lt;li&gt;Mobile-friendly&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  🧠 Why I built it
&lt;/h2&gt;

&lt;p&gt;I’m building a platform of instant-play browser games:&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;https://7x.games&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The goal is simple:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Open → Play → Enjoy&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;No friction.&lt;/p&gt;




&lt;h2&gt;
  
  
  🚀 Tech highlights
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Built with canvas&lt;/li&gt;
&lt;li&gt;Optimized for performance&lt;/li&gt;
&lt;li&gt;Smooth animations and physics&lt;/li&gt;
&lt;li&gt;Works on both desktop and mobile&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  🙌 Try it out
&lt;/h2&gt;

&lt;p&gt;👉👉 &lt;a href="https://7x.games/games/helix-jump" rel="noopener noreferrer"&gt;https://7x.games/games/helix-jump&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Would love feedback on gameplay, performance, or UX.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>javascript</category>
      <category>showdev</category>
      <category>sideprojects</category>
    </item>
    <item>
      <title>I built 44 browser games with no login — here’s what I learned</title>
      <dc:creator>7x Games</dc:creator>
      <pubDate>Wed, 18 Mar 2026 12:04:46 +0000</pubDate>
      <link>https://dev.to/7xgames/i-built-44-browser-games-with-no-login-heres-what-i-learned-2a6f</link>
      <guid>https://dev.to/7xgames/i-built-44-browser-games-with-no-login-heres-what-i-learned-2a6f</guid>
      <description>&lt;p&gt;Over the past few weeks, I built a browser-based gaming platform called 7x.games.&lt;/p&gt;

&lt;p&gt;👉 You can try it here: &lt;a href="https://7x.games" rel="noopener noreferrer"&gt;https://7x.games&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The idea was simple:&lt;/p&gt;

&lt;p&gt;Play instantly. No login. No downloads.&lt;/p&gt;

&lt;p&gt;🎮 Why I built this&lt;/p&gt;

&lt;p&gt;Most gaming websites today have too much friction:&lt;/p&gt;

&lt;p&gt;Signups&lt;/p&gt;

&lt;p&gt;Ads everywhere&lt;/p&gt;

&lt;p&gt;Slow loading&lt;/p&gt;

&lt;p&gt;Too many distractions&lt;/p&gt;

&lt;p&gt;I wanted something different:&lt;/p&gt;

&lt;p&gt;⚡ Instant play&lt;/p&gt;

&lt;p&gt;🧠 Brain + skill-based games&lt;/p&gt;

&lt;p&gt;📱 Works on mobile &amp;amp; desktop&lt;/p&gt;

&lt;p&gt;🚫 No login required&lt;/p&gt;

&lt;p&gt;🧩 What I built&lt;/p&gt;

&lt;p&gt;Right now, the platform has 44+ games, including:&lt;/p&gt;

&lt;p&gt;Sudoku&lt;/p&gt;

&lt;p&gt;Minesweeper&lt;/p&gt;

&lt;p&gt;2048&lt;/p&gt;

&lt;p&gt;Reaction Time Test&lt;/p&gt;

&lt;p&gt;Typing Test&lt;/p&gt;

&lt;p&gt;Chess, Ludo, and more&lt;/p&gt;

&lt;p&gt;All of them run directly in the browser.&lt;/p&gt;

&lt;p&gt;⚙️ Tech stack&lt;/p&gt;

&lt;p&gt;I built everything using:&lt;/p&gt;

&lt;p&gt;Next.js&lt;/p&gt;

&lt;p&gt;Canvas API (for game rendering)&lt;/p&gt;

&lt;p&gt;LocalStorage (for saving scores)&lt;/p&gt;

&lt;p&gt;The biggest focus was performance and smooth gameplay.&lt;/p&gt;

&lt;p&gt;🧠 Challenges I faced&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Performance&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Rendering games with animations, particles, and effects can get heavy.&lt;/p&gt;

&lt;p&gt;I had to:&lt;/p&gt;

&lt;p&gt;Optimize canvas rendering&lt;/p&gt;

&lt;p&gt;Reduce unnecessary re-renders&lt;/p&gt;

&lt;p&gt;Handle mobile performance carefully&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;UX simplicity&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Keeping things simple was harder than it looks.&lt;/p&gt;

&lt;p&gt;I removed:&lt;/p&gt;

&lt;p&gt;Login systems&lt;/p&gt;

&lt;p&gt;Complex menus&lt;/p&gt;

&lt;p&gt;Extra steps&lt;/p&gt;

&lt;p&gt;Everything is one click → play.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;SEO for games&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Gaming websites are very competitive.&lt;/p&gt;

&lt;p&gt;So I focused on:&lt;/p&gt;

&lt;p&gt;Clean URLs (/games/sudoku)&lt;/p&gt;

&lt;p&gt;Structured metadata&lt;/p&gt;

&lt;p&gt;Content + FAQs for each game&lt;/p&gt;

&lt;p&gt;📈 What’s happening now&lt;/p&gt;

&lt;p&gt;The site is starting to get indexed by Google and receiving its first users.&lt;/p&gt;

&lt;p&gt;It’s still early, but I’m learning a lot about:&lt;/p&gt;

&lt;p&gt;SEO&lt;/p&gt;

&lt;p&gt;user behavior&lt;/p&gt;

&lt;p&gt;performance optimization&lt;/p&gt;

&lt;p&gt;🚀 What’s next&lt;/p&gt;

&lt;p&gt;Adding more games (goal: 100+)&lt;/p&gt;

&lt;p&gt;Leaderboards &amp;amp; challenges&lt;/p&gt;

&lt;p&gt;Improving mobile experience&lt;/p&gt;

&lt;p&gt;Growing traffic organically&lt;/p&gt;

&lt;p&gt;🙌 Would love your feedback&lt;/p&gt;

&lt;p&gt;If you try it, let me know:&lt;/p&gt;

&lt;p&gt;👉 Which game did you like?&lt;br&gt;
👉 What should I improve?&lt;/p&gt;

&lt;p&gt;Thanks for reading!&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4b3304q74sv0yw8b1yii.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4b3304q74sv0yw8b1yii.png" alt=" " width="800" height="659"&gt;&lt;/a&gt;&lt;br&gt;
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&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fsq512v04pttk69csb9on.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fsq512v04pttk69csb9on.png" alt=" " width="800" height="834"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4nxoti9vsyhgw52f8xa1.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4nxoti9vsyhgw52f8xa1.png" alt=" " width="684" height="822"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>javascript</category>
      <category>indiehackers</category>
      <category>gamedev</category>
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