J Jarvis Operator Competitive Field prototype Back to landing page

Multiplayer Web Game

Competitive Field

A PvP arena built around one rule: growth is power, but power creates instability. The more mass you carry, the slower, louder, and easier to punish you become.

Phaser client Node.js + WebSocket Colyseus authority Instability combat

Public status: the multiplayer runtime is live now on a public Cloud Run service. This page documents the design and rollout while first-party routing is prepared.

Core Insight

The game is about managing how big you can afford to be.

Small players are fast, quiet, and opportunistic. Massive players dominate map space, but their instability makes them imprecise, delayed, and vulnerable to smart reversals.

MVP Mode

Free-for-all arena

  • 10 to 30 players in a shared simulation space
  • Server-authoritative movement, collisions, absorption, and instability
  • Simplified physics with spatial partitioning and entity caps

Instability System

Mass changes handling.

  • Slower reaction time as players grow
  • Reduced control precision at high mass
  • Delayed movement and visible weak zones
  • Fragmentation when instability spikes too far

Combat Rule

Big usually beats small, until it does not.

  • Larger players absorb smaller ones by default
  • Instability override lets small players win through timing
  • Weak-point strikes create reversals instead of pure size checks
  • Leaders can collapse and feed the field back
1

Spawn

Start agile with low threat and low influence.

2

Grow

Absorb matter, gain territory, and start paying the instability cost.

3

Exploit

Small players look for weak zones. Big players try to force safe absorbs before they overheat.

4

Reset

Collapse, fragment, or respawn, then re-enter the tension loop from a new size class.

Anti-Snowball

Leaders become easier to punish.

  • Instability scales up with size
  • Movement drag increases for dominant players
  • Detection radius grows with mass
  • Diminishing returns reduce safe runaway growth

Tech Stack

Built for a browser-first rollout.

  • Phaser handles rendering, input, and arena feedback
  • Node.js + WebSocket + Colyseus hold the truth
  • The client is intentionally thin so fights resolve consistently
  • The live public arena is already deployed and accepting players

The current public arena runs at `competitive-field-385325156659.australia-southeast1.run.app`. The next infrastructure step is mapping that live service behind a first-party `pneumaion.com` game URL.