Separate simulation from persistence
Fast room state belongs in the realtime server while identity and durable progression stay in PocketBase.
A multiplayer kite-flying game exploring realtime movement, line tension, cutting mechanics and a small authoritative game server.
Game designer and builder · Updated Aug 2026
01 · Problem
Kite flying is defined by tension, positioning and short competitive interactions that do not map cleanly onto generic top-down multiplayer movement.
02 · System
A Phaser client renders the kite interaction while a Colyseus server owns realtime rooms and PocketBase provides identity and persistent game data.
03 · Outcome
The repository contains the multiplayer client/server foundation, local container stack and sprint designs for cutting, scoring and the game loop.
The experiment uses a culturally specific physical interaction as the basis for a realtime game rather than reskinning a familiar combat loop.
Fast room state belongs in the realtime server while identity and durable progression stay in PocketBase.