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Splash screen - to the point title, Start point, the character, the final tile, so player should go from A point to the B point
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Main Menu
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Daily Map, daily secret word, the alphabets finds in the map, so users should talk about it in the community to find the secret word.
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zoom out of the game scene
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players can zoom the game scene
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Multiplayer mode
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various items can be find in the game and these items helps players to win the game
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we have two types of guide, the simple one and Intractive one
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we have 2 leadership list, one for Daily Map and one for All time
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Daily Gift for players
Inspiration
For a long time i have an idea to create a survival game but not the zombie one, more strategic, no shooting, and with a bit of luck in it. so after a couple of tries, I find my way, an isometric game which player should walk through tile by tile and some tiles are safe, some have rewards and some have a mine and boom! The player fails. so you as a player should go from the Start Point to the End Point. Watch your step! be careful how many mines are around you, wish for good luck for yourself and go to the next tile until the end. it's the basic concept but i design more exciting items such as Radar, Shield, Scanner, Leap, Reveal, etc. These will help you to pass the tiles safely.
What it does
Slipgrid is a turn-based isometric strategy game. You start at one corner of a grid and you need to reach the other side. Some tiles are safe. Some have items. Some have mines , step on one and you're out. You can't see where the mines are. But you can find items along the way that help: a Scanner reveals a tile before you step, a Radar shows everything nearby, a Shield lets you survive one mine, a Leap jumps you over a tile. You can play alone, or with other players on the same grid. Everyone takes turns. When someone steps on a safe tile, everyone sees it — so you can follow other people's paths, but you have to fight for space. First one to the end wins. ** Every day, we have a secret word that the alphabet can find in the Daily map, so users should talk about it in the community to find the secret word and win the prize.**
How we built it
- I'm using Phaser 4.2, Vite, TypeScript, and Devvit Web, with Redis on Devvit as the datastore.
I started the project two weeks before I found out about the hackathon. I was building a separate online game, then I switched to prepare it for Reddit. From the start I chose Phaser, written in TypeScript. Before moving to Reddit, I used a different setup for the server side, Colyseus for networking (now I'm using Reddit's features instead), and PostgreSQL and Redis for the database and cache. For the graphics, I'm using a character set that I bought, plus some tiles and icons generated with the ChatGPT image generator. For music, I'm using soundtracks from Pixabay. And yes, I use AI to help write code. We couldn't have finished in such a short time otherwise. Not the whole game, though: I get help, but we wrote many parts ourselves, and the design is all our own. My teammate and I worked really hard to make this a proper, well-built game. It took more than a month from when we started.
Challenges we ran into
- The unsolvable map bug (mines surrounding the player)
- The blurry tiles (600px source → 103px render, mipmaps, two days)
- Changing the art style (island cartoon → cyber grid)]
- Make sure the design on all HUD and Game Scenes follows the same design pattern style.
- The hardest part for me was the multiplayer section, it still a little buggy(however i'm working on it to make it perfect)
- Reconnection design for multiplayer, every user can move two tiles in a round and have only 30 seconds to move (2 missed turns, then kill — to prevent the game took so long or even getting stuck for a user)
- A user can rejoin the game before the kill of that character. This one was tough too.
Accomplishments that we're proud of
I'm proud that the map is always solvable. My first version could trap you at the start with no safe move I rewrote the generator to carve a safe path first, then place mines around it. I'm also proud that mines never leave the server. The client never knows where they are, so there's no way to cheat by reading the game state. And honestly, it works. Multiple people can play together, disconnect, come back, and the game keeps running. Every user can play once for the Daily Map. design daily secret words to keep players communicating with each other and solve a puzzle together is a good idea for this game, and i'm proud of it.
What we learned
I learned a lot of small technical things, mipmaps, isometric depth sorting, and how to keep game state on the server so nobody can cheat. But the bigger lesson was about randomness. My first map generator was purely random, and sometimes it made maps you literally couldn't win. Random isn't the same as fair. I had to design the randomness. I got some feedback about the menu HUD, so I redesigned the menu, i have the old images of it and can show you how it got better UX. I also learned that when you share your work, people want to hear from you. I got called out for posting AI-written descriptions, and they were right. So I'm writing this one myself.
What's next for Slipgrid
- Focus on introducing and encouraging players to participate in solving and finding the day's secret word. It keeps the community alive. Make more puzzles for this section, for example.
- I want to work more on the multiplayer part of the game, add new modes, such as "One for All, All for One", "Fighting & Survive - which player fight each other(take action) and also should survive from mines", etc.
- Adding groups(clans) in which users in the group can give each other energy and items, and join competitions.
- Add more game scenes that are not square, such as cross-like or even circular. More heroes, more decorative tile to make maps more exciting, daily challenge.
- Find or compose better music and sound effects for the game.
This is not a hobby or fun project for me. I'm pretty sure it has good potential to play to a large audience, I hope that we make a success story out of this.

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