MYNGO - Interactive Webinar Engagement Platform

Inspiration

So there I was, hosting another one of those meetings where you can just feel the energy draining out of the room. You know the ones – where you're presenting something you're actually excited about, but you're watching people's faces and it's like... are they even here? I mean, they're physically present (or at least their little Zoom squares are), but mentally? Gone.

I've been in way too many meetings like this, both as the presenter and as the poor soul trying to stay focused while someone drones on about quarterly projections or whatever. And let's be honest – we've all gotten really, really good at looking like we're paying attention while our brains are somewhere else entirely. Hell, I've played meeting bingo in my head during calls – you know, waiting for someone to drop "circle back" or "low-hanging fruit" or my personal favorite, "let's take this offline."

MYNGO (yeah, it's pronounced "mingo" – like the game your grandma plays at the church hall) didn't start as some grand tech vision. It started because I was tired of hosting meetings where half the room had mentally checked out by minute five. So I thought – what if instead of fighting human nature, we worked with it? What if we made meetings actually... fun?

What It Does

MYNGO transforms boring webinars and presentations into interactive experiences that keep audiences engaged throughout entire meetings. Instead of watching people zone out, hosts can launch a live BINGO-style game in under 30 seconds.

Here's how it works:

  • Hosts create rooms with simple capacity settings and get instant room codes
  • Players join with just a room code – no downloads, no accounts needed
  • Interactive gameplay where participants manually mark numbers as they're called
  • Real engagement – people remember experiences, not slide decks
  • Reward participation – you can actually tell who's paying attention by who's still playing

The platform features premium glassmorphism design, real-time synchronization, auto-call functionality, demo mode with bot players, and epic victory celebrations with confetti and sound effects.

How We Built It

This was built using Bolt.new with assistance from Claude during concept development, prompt creation, debugging, and feature ideation. As someone who's not a programmer, I relied heavily on Claude's suggestions and guidance throughout the process, as well as Bolt's extensive discussion board for troubleshooting.

The Development Timeline:

  • June 14 - Started initial prompt creation and testing (4 days total for prompt development)
  • June 16 - Initial testing of first prompt
  • 3 days off - Took a break and realized major things were forgotten in the original prompt
  • Refined prompt extensively - Even included Bolt logos in the updated prompt requirements
  • June 20 - Major testing began with 2nd initial prompt, but had to scrap and re-edit when I realized I forgot database inclusion and tracking history for providing stats
  • June 21-23 - Final 3 days of app refinement, debugging, and making sure everything worked as intended

The Development Approach:

  • One massive, refined prompt – After learning from the first attempt, created a comprehensive prompt covering the entire application
  • Constant verification - Continuously asking Bolt to verify no new features were being added and that everything was part of the intended working app from the original prompt
  • Iterative debugging – Mainly used Bolt for debugging, but when Bolt went into loops or got stuck on the same issues repeatedly, I turned to Claude for assistance

Tech Stack:

  • React with TypeScript for the frontend
  • Framer Motion for smooth animations
  • Canvas-confetti for victory celebrations
  • Custom sound management with Web Audio API
  • Tailwind CSS for styling with custom glassmorphism effects
  • Real-time state management for multiplayer functionality

The strategy evolved from my first failed attempt - I learned to front-load ALL the planning into one extremely detailed prompt, then spend the time polishing execution rather than adding features piecemeal.

Challenges We Ran Into

The biggest challenge was learning how to communicate with Bolt effectively. As a beginner with no programming background, the learning curve was steep:

  • First prompt failure – My initial June 14th prompt was missing critical features like database tracking and stats
  • Feature creep prevention – Constantly having to remind Bolt to stick to the original prompt and not add new features during debugging
  • Bolt's debugging loops – Bolt would sometimes get stuck making the same coding errors repeatedly, going in circles on the same problems
  • When to switch to Claude – Learning when Bolt was stuck and bringing Claude in to break the debugging deadlock was crucial
  • Learning AI development "language" – Understanding how to structure prompts so both tools would implement features correctly
  • Appearance vs. functionality gaps – Getting the visual design to match the intended user experience took extensive iteration
  • Demo mode bugs – Bot players weren't appearing initially due to state management issues that required Claude's fresh perspective to resolve
  • Card layout problems – BINGO vs MYNGO labeling and proper column layouts required several rounds of fixes

Bolt's discussion board was invaluable as an internal development tool where I could talk through a problem and review a plan before deciding to implement the solution. But knowing when to pivot from Bolt to Claude for debugging assistance was the real game-changer in getting unstuck.

Accomplishments That We're Proud Of

  • Built a fully functional web application over 7 days of development (4 days prompt creation, 3 days refinement)
  • Created a polished user experience with glassmorphism design and smooth animations that looks professional
  • Implemented real-time multiplayer functionality without a backend server
  • Added comprehensive game features including auto-call, demo mode, room management, and victory celebrations
  • Made it completely accessible – no downloads, accounts, or complex setup required
  • Deployed successfully with custom domain configuration ready
  • Solved a real problem that everyone in the business world experiences daily
  • Learned to work effectively with AI tools - figuring out when to use Bolt vs Claude for different challenges
  • Prevented feature creep - kept the focus on the original vision despite temptation to add more

The fact that someone with no programming background could create something this functional using AI assistance is remarkable. The key was learning that the prompt quality directly determines the output quality.

What We Learned

Technical Skills:

  • How to effectively communicate with AI development tools and when to switch between them
  • The critical importance of comprehensive, detailed prompts upfront
  • Basic understanding of React components and state management through debugging
  • That feature verification is essential - constantly asking "is this part of the original prompt?"

Product Development:

  • The value of starting with a clear, detailed vision (that massive second prompt was crucial)
  • How good design can make simple concepts feel professional and polished
  • The importance of user experience over feature complexity
  • Real-time engagement is more valuable than passive consumption
  • Sometimes you need to scrap everything and start over when the foundation is wrong

AI Development Process:

  • First attempts often miss critical features - expect to iterate on your prompts
  • Bolt can get stuck in debugging loops - knowing when to bring in Claude is key
  • The discussion board feature was helpful for debug planning and occasionally venting frustration when Bolt kept making the same mistakes (we've all been there)
  • Prevention is better than debugging - include everything upfront rather than adding later

Business Insights:

  • There's a massive market for simple solutions to universal problems
  • Meeting engagement is a pain point everyone relates to immediately
  • The potential for data analytics in presentation effectiveness is huge
  • Gaming mechanics can make boring business activities actually enjoyable

What's Next for MYNGO

Immediate Improvements:

  • Custom game boards with company-specific content instead of just numbers
  • Multiple winning scenarios (four corners, X patterns, blackout)
  • Enhanced analytics showing engagement patterns and drop-off points
  • Integration with Zoom, Teams, and other video conferencing platforms

Platform Expansion:

  • Meeting Bingo Templates – Pre-made boards for common meeting types
  • Fundraising Features – Enable bingo co-ops and nonprofits to sell digital cards
  • White-label Solutions – Let companies brand their own engagement platforms
  • Mobile app for in-person events and conferences

Data & Analytics Vision:

  • Presentation Performance Analytics – Show exactly when audiences disengage
  • Content optimization – Help presenters improve based on real engagement data
  • Meeting culture insights – Help companies reduce ineffective buzzword usage
  • A/B testing for presentation effectiveness

Revenue Opportunities:

  • Enterprise licensing for large organizations
  • API integration with CRM systems (Salesforce, HubSpot)
  • Gamification consulting services
  • International expansion with localized game formats

The ultimate vision is to make MYNGO the go-to platform for any situation where you need to keep people engaged and get real data about what actually works. From sales presentations to training sessions to conference keynotes – anywhere people are fighting the battle against checked-out audiences.

Built With

  • bolt.new
  • claude
  • github
  • netlify
  • supabase
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Updates

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MYNGO Development Log

Project Overview

Ideation and Prompt Outline Began: June 14,2025 Initial Prompt Created: June 18, 2025 Start Date of this Log: June 20, 2025
Contest Submission: June 24, 2025 Days off: Three due to illness Total Development Time: 8 days active development
Starting Tokens: 17.6M Added Tokens: 65M Final Tokens: 51.8M
Total Tokens Used: ~30.8M tokens over 8 days


Day 1: June 20, 2025

Initial Setup (12:00 - 14:41)

  • 12:00 - Started with 17.6M tokens
  • 12:07 - First shell completed but not operational as expected
  • 12:09 - Reviewed prompt, noticed major omissions
  • 12:10 - Added color specifications and animation requirements
  • 12:14 - Error message appeared, attempted fix
  • 12:18 - Fix completed
  • 12:21 - Bubble design not as expected, provided explicit detail for M-Y-N-G-O balls with numbers
  • 12:28 - Setup SupaBase database per Bolt instructions
  • 12:56 - Realized historical records were missing from prompt

DECISION: Scrapped everything and started over with edited prompt

Second Attempt (14:41 - 00:49)

  • 14:41 - Updated prompt with all missing features, restarted (17.2M tokens)
  • 14:51 - Initial build looked complete
  • 15:09 - Opened GitHub repository, connected to Netlify domain
  • 15:35 - MAJOR ERROR: Host cannot see players, players don't get ball updates
  • 15:39 - Auto-call mode broke the system
  • 16:21 - Multiple fundamental issues:
    • Duplicate players appearing
    • Room close button not working
    • Called numbers not displaying
    • Host not seeing winners or near-winners
  • 16:40 - Removed annoying ball call display
  • 16:47 - Host screen going blank when players join
  • 17:18 - Player-side logic issues addressed
  • 20:00 - DINNER BREAK

Evening Session (20:00 - 00:49)

  • 20:00 - Focused on player dashboard aesthetics
  • 20:09 - Deployed improvements
  • 20:11 - Fixed SupaBase subscription issues
  • 20:20 - White screen issue persisted
  • 20:28 - Responsive design improvements
  • 20:37 - MYNGO button validation issues
  • 21:13 - Background color improvements
  • 21:34 - Removed icons from buttons
  • 22:01 - Host dashboard background fixes
  • 22:04 - Winner detection logic improvements
  • 22:42 - Major formula changes for statistics
  • 22:50 - Added help popup with game instructions
  • 23:14 - Demo mode implementation
  • 23:18 - Removed auto-close timer
  • 23:39 - Demo bots not working properly
  • 00:08 - Host setup page improvements
  • 00:49 - Major corruption in Apps.tsx - ROLLED BACK to working version

Day 2: June 21, 2025

Morning Session (9:10 - 11:11)

  • 9:10 - Connected database, fixed auto mode disable
  • 9:48 - Tips button implementation (10.4M tokens)
  • 10:08 - Host dashboard sound toggle and cancel game features
  • 10:12 - Cancel game popup not working properly
  • 10:23 - Cancel game reasons flickering issue
  • 10:34 - Player card viewing problems
  • 10:41 - Room creation infinite loop fixed
  • 10:46 - Player leave game notifications
  • 11:02 - Host dashboard refresh issues (Netlify 404 errors)
  • 11:06 - Player removal from dashboard inconsistent
  • 11:11 - Added refresh button (didn't work)

Demo Mode Focus (11:23 - 14:58)

  • 11:23 - Demo mode bot behavior implementation
  • 11:24 - Syntax error fixes
  • 11:29 - Bot card highlighting issues
  • 11:40 - Instant marking for demo mode
  • 11:57 - Host dashboard cosmetic improvements
  • 12:09 - Host settings layout improvements
  • 12:55 - Player card scrolling implementation
  • 13:15 - Host disconnect notifications
  • 13:33 - Vertical scrolling issues
  • 14:02 - Player notifications stopped working
  • 14:58 - Major SupaBase logic updates and infinite loop fixes

Evening Polish (15:12 - 22:00)

  • 15:12 - White screen finally fixed
  • 15:33 - Player list scrolling improvements
  • 16:00 - History and cleanup logic implementation
  • 16:22 - Game completion vs cancellation logic
  • 17:10 - DINNER BREAK
  • 17:24 - Game logic debugging
  • 18:51 - Date handling fixes for history
  • 19:13 - Player tracking improvements
  • 19:34 - Peak player count calculations
  • 20:25 - Added more tokens - Duplicate number calling fix
  • 21:24 - Real-time presence implementation attempts
  • 22:00 - SLEEP - Major presence detection issues

Day 3: June 22, 2025

Morning Debugging (7:45 - 15:51)

  • 7:45 - Deployed for testing (67.1M tokens)
  • 7:55 - White screen on player join
  • 8:22 - SupaBase Presence feature implementation
  • 8:38 - Added extensive console logging for troubleshooting
  • 10:10 - Game history timing and accuracy issues
  • 11:04 - Host disconnection detection improvements
  • 14:09 - Multiple deployment and testing cycles
  • 15:51 - Player tracking and graceful exit testing

Database Cleanup (16:08 - 22:37)

  • 16:25 - Database cleanup after game completion
  • 17:16 - Manual fixes with Claude assistance
  • 17:50 - Call number scroll improvements
  • 18:21 - Host presence detection issues
  • 19:29 - Hybrid solution implementation
  • 20:57 - Auto-call settings restoration
  • 21:55 - Major auto-call functionality changes
  • 22:37 - SLEEP - Multiple critical issues remaining

Day 4: June 23, 2025

MVP Focus (7:48 - 18:49)

  • 7:48 - DECISION: Scale back to MVP, disable problematic features
  • 8:08 - Host auto-cancel manually disabled
  • 8:42 - Host presence partial implementation
  • 9:15 - Player join issues and demo fixes
  • 9:56 - Game statistics and winner banner improvements
  • 10:26 - Duplicate game history fixes
  • 10:45 - Winner banner display timing
  • 11:53 - LUNCH BREAK
  • 12:48 - Database cleanup improvements
  • 13:30 - Winner display issues
  • 14:48 - Player statistics fixes
  • 16:44 - Auto mode restoration
  • 17:34 - Status and notification fixes
  • 18:49 - Final deployment preparation

Final Testing & Documentation (18:49 - 00:29)

  • 18:49 - Peak stats commenting out
  • 20:19 - Technical documentation creation
  • 22:59 - Room closure function fixes
  • 23:26 - Auto-call synchronization

- 00:29 - FINAL VERSION - Exit button removal from host

Major Issues Encountered

Critical Problems Solved

  1. SupaBase Real-time Sync - Players and hosts not seeing updates
  2. Demo Mode Implementation - Bot players not behaving correctly
  3. Winner Detection Logic - MYNGO button timing and validation
  4. Database Cleanup - Game history and player tracking
  5. Responsive Design - Mobile and desktop compatibility
  6. White Screen Errors - Multiple component rendering issues

Ongoing Challenges

  1. Player Disconnect Detection - Browser close/back button handling
  2. Host Presence Monitoring - Automatic game cancellation
  3. Real-time Synchronization - State management across clients
  4. Database Optimization - Cleanup and performance

Key Features Implemented

Host Features

  • ✅ Room creation with capacity limits
  • ✅ Auto-call with configurable timing
  • ✅ Manual number calling
  • ✅ Player card viewing
  • ✅ Game statistics and history
  • ✅ Demo mode with bot players
  • ✅ Winner detection and validation
  • ✅ Room management (open/close)

Player Features

  • ✅ Easy room joining with codes
  • ✅ Interactive MYNGO cards
  • ✅ Called number history
  • ✅ Winner celebrations
  • ✅ Mobile responsive design
  • ✅ Connection status indicators
  • ✅ Graceful game exit

Technical Achievements

  • ✅ Real-time multiplayer synchronization
  • ✅ SupaBase database integration
  • ✅ Netlify deployment with custom domain
  • ✅ Professional UI with glassmorphism design
  • ✅ Cross-browser compatibility
  • ✅ Mobile-first responsive design

Development Insights

What Worked Well

  • Comprehensive Prompting - Detailed initial prompt saved time
  • Iterative Testing - Continuous deployment and testing cycles
  • Database Integration - SupaBase real-time features
  • UI Polish - Glassmorphism design system
  • Claude Assistance - Problem-solving and debugging help

Major Challenges

  • Feature Creep - Bolt adding unintended functionality
  • State Management - Complex real-time synchronization
  • Error Loops - Bolt getting stuck on same issues
  • Token Management - High consumption during debugging
  • Presence Detection - Browser disconnect handling

Lessons Learned

  1. Front-load planning - Comprehensive prompts prevent rework
  2. MVP mindset - Focus on core functionality first
  3. Testing cycles - Frequent deployment prevents major issues
  4. Documentation - Track changes and decisions
  5. AI tool switching - Know when to use Bolt vs Claude
  6. Token awareness - Monitor usage during development

Final Statistics

  • Total Development Time: 4 days
  • Token Usage: ~14.2M tokens
  • Deployment Versions: 115 ZIP files
  • Major Rewrites: 2 complete restarts
  • Database Tables: 4 (games, players, called_numbers, game_history)
  • Core Features: 100% MVP functionality complete
  • Advanced Features: 80% complete (presence detection pending)

Production Status

✅ DEPLOYED: MYNGO.ai - Fully functional multiplayer BINGO platform
✅ TESTED: Cross-browser, mobile responsive, real-time sync
✅ READY: Hackathon demo and live user testing

6/24/2025 Final note to self after Video Creation Not broken ( just a reminder): Change auto call length to 120s on the slider Start Host Sound Off: Host does not need sound on during presentation

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