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Hopeless Opus

A branching narrative game built on the butterfly effect. 700+ players, 400 concurrent at peak.

700+

Players onboarded

400

Peak concurrent players

2

Mini-games built

The problem

An interactive, story-driven web game for ISTE Manipal built on the butterfly effect - every choice had to fork the narrative and persist per player.

What I built

A MERN-stack game hosted on DigitalOcean with Docker. On the backend I designed the branching database structure that drives storyline progression; on the frontend I built the player dashboard (inventory, health, lives, currency), two mini-games, the leaderboard and navigation.

Holding 400 concurrent players

Your turn. Write up what broke at peak and what you did about it - this is the most interesting thing in the project and it's currently one line on your resume. Connection limits? Database contention? Nothing at all?