Documentation

Games

Games support guided solo practice and multiplayer competition with role-aware access and persistent performance tracking.

Included game features

  • Games hub lists each game by name (e.g. Tic-Tac-Toe (Solo), Tic-Tac-Toe (School Duel)) and shows active sessions with direct "Play" links to continue a match.
  • Games hub includes a Recent game log showing completed game sessions and outcomes across your games, including Connect Four and Checkers.
  • Solo Tic-Tac-Toe with adaptive difficulty based on student grade and win progression.
  • Connect Four includes solo vs computer (four difficulties) and school duel multiplayer (challenge + accept flow).
  • 2048 includes solo puzzle mode with keyboard and button controls, session resume, score tracking, selectable level sizes (4×4, 6×6, 8×8, 10×10), and rank messages at game end. The active timer starts on first move, pauses when the game tab loses focus, and stops when the run ends. Move input is throttled to reduce request spikes.
  • 2048 uses reward XP progress scoring (active minutes + highest-tile milestones during play + leaderboard surpass bonus at completion, when enabled) and appears in Analytics and Admin game analytics by game slug.
  • Each game family page now shows that game's stats overview: your personal totals, school-wide totals/leaderboard, and stats for players you have played with.
  • When a game run finishes, a transparent in-board share overlay appears on the result board/panel so you can generate an in-app share image with game name and score/outcome, then copy or download it. Share now requires an actual board snapshot (no placeholder fallback card).
  • For superadmin/admin users, the share overlay includes an optional capture diagnostics toggle that shows browser and strategy-failure details when snapshot capture fails.
  • Share snapshot capture includes Safari compatibility handling for unsupported OKLCH color parsing by sanitizing board colors in the cloned capture DOM before rendering.
  • Share capture now tries a browser-native html-to-image strategy first (with html2canvas fallback diagnostics), improving Safari snapshot reliability on Memory Match and other game boards.
  • For Safari reliability, share capture now also applies temporary live-node style sanitization (OKLCH/OKLAB to RGB for key color properties) before snapshot and immediately restores original styles after capture.
  • Share capture now limits style serialization for browser-native snapshot generation to reduce Safari data-URI image load failures on complex board UIs.
  • Checkers includes solo mode vs computer and school duel multiplayer (challenge + accept flow), with required captures, king promotion, and integrated game stats/rewards.
  • Checkers solo includes difficulty tiers (Beginner, Intermediate, Advanced) with setup-first start. Your difficulty preference is saved to your profile.
  • Checkers solo includes an in-game “Show hint” action that recommends one legal move, with a subtle one-hint-per-turn cooldown.
  • Schools can set Checkers hint penalty mode to Off, Reduced (50% game-win Reward XP), or None (0 game-win Reward XP) when hints are used in a winning match.
  • Checkers family page mirrors Connect Four flow with parallel Solo and School Duel cards, pending challenges, and open duel sessions.
  • Connect Four solo lets players choose disc colors for both sides before a match starts.
  • Connect Four includes falling-disc motion with a landing bounce and per-difficulty computer think timing for a more natural feel.
  • Connect Four uses a setup-first flow: choose difficulty and disc colors, then start the match. Controls lock while the match is in progress.
  • Connect Four setup choices are saved as user preferences, so your next setup starts with your last selected difficulty and colors.
  • Connect Four setup includes a quick “Reset defaults” action to restore Beginner + Red vs Yellow.
  • In both Connect Four and Checkers setup flow, the board and in-game chat stay hidden until Start game is clicked.
  • Solo bot thinking delay to make gameplay feel more natural.
  • Multiplayer duel mode with challenge, accept, decline, cancel, and rematch flows.
  • All authenticated account types can open and play every game family page. Multiplayer eligibility rules remain policy-based (for example, cross-school student invites and Gamer-vs-student invites still follow school settings).
  • Challenge eligibility: users can challenge by player picker or email. School policy controls can allow/block cross-school student invites and Gamer-vs-student invites (School settings and Admin → Rewards, per school).
  • Gamer users can message players they have invited or played with, and can optionally publish a public gamer stats profile from Profile settings.
  • Memory Match multiplayer invite reliability: opening a pending invite now accepts for invitees, and pending in-game view includes an explicit "Accept now" button.
  • Turn enforcement and participant-only access controls for match integrity.
  • In-game chat with auto-scroll so new messages are always visible; when a game ends, the chat shows your current school rank for that game.
  • Toast and email notifications for incoming challenges and turn-ready state.
  • End-of-game overlay with win/loss/draw feedback and one-click replay.
  • Resume and Play use a clean URL (no session id in the address bar); game session is passed via app session.
  • Unfinished game sessions can be deleted from the Games hub, game family pages, and in-game header (with confirmation). After deletion, you return to that game family page.
  • Memory Match multiplayer: two cards per turn; non-matching pair stays visible briefly then flips back automatically.
  • Rules sections on Tic-Tac-Toe, Memory Match, Connect Four, and Checkers hub pages.
  • Game boards scale to viewport (responsive height/width) so they fit on screen without scrolling.

Game stats and visibility

All games in the catalog save points and play history, and are included on leaderboards, in analytics, and on school pages. New games are integrated the same way.

  • Per-player stats include games played, wins, losses, draws, points, and streaks.
  • Student dashboard includes personal game totals and per-game performance rows.
  • Principal/co-principal dashboard includes school game participation summaries.
  • School page leaderboard highlights top players and recent game performance across all games.
  • Analytics tracks game reward XP and shows which game generated each reward in the activity feed.
  • Completed Connect Four and Checkers duel sessions are also recorded as analytics action events with game slug and result metadata.
  • Admin Games Management provides high-level oversight for superadmin/admin roles.

Where to find it

  • Games: Use the "Games" dropdown in authenticated navigation (collapsed until opened or on a games page) to open the games hub.
  • Admin Games menu: In admin navigation, Games now lists each catalog game under Games dashboard and links directly to that game section.
  • Challenges: Pending challenges show a star badge in menus and can be opened directly from notifications.

Planned games roadmap

Logged-in users can see the full roadmap with status on Future Updates. Planned phases below summarize the catalog expansion.

  • Phase 1 (in progress): Checkers and 2048 are now live alongside Connect Four. Additional casual classics (Hangman, Rock-Paper-Scissors, and Snake) remain in this phase. Each game uses the same stats, leaderboards, and reward integration as current games.
  • Phase 2: More memory and math games for recall, patterns, and arithmetic fluency (beyond Memory Match).
  • Phase 3: Chess and reading-focused games (vocabulary, comprehension, phonics-style practice).
  • Reveal: Grid deduction — reveal safe cells and flag hazards; solo and multiplayer; difficulty and best-time tracking.

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