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Disclosure: I'm the solo developer of Bronze & Glory, a free turn-based gladiator duel game in the browser. No ads, no download, no payments.

12 seconds of a real campaign bout

Stack: plain JavaScript ES modules, no framework: a static client, served by nginx. The game server is Node with SQLite. A separate small Node service counts players online from page heartbeats.

How the multiplayer sync works: there are no WebSockets. A duel is a server-side room; each client polls the room over HTTP and submits its move. The server runs the same rules engine module as the client (takeDuelTurn), so a client can't fake a result. Because it is turn-based, polling latency is hidden in the turn animation. Per-user rate limits (e.g. 60 moves/min per user) keep a misbehaving tab from flooding the server.

The empty-queue problem: a small game's online queue is empty most of the time. If nobody else is searching after a few seconds, a clearly labelled Practice Bot takes the seat (the server can also seat a ghost after 8 s). It is never counted as a player.

What I'd love feedback on: is HTTP polling a mistake at this scale, and where would you move to WebSockets/SSE?

Help me load-test the live server: join now, group match at 03:30 UTC (30 min after posting). Open the link, go to online duels (a free account: pick a username and password) and search for a quick match; you get paired with whoever else is searching. Can't make it? Load test #2 is Sun 25 Oct 19:00 UTC (15:00 EDT / 12:00 PDT / 20:00 CET): can we get 25 into one arena?

Play: https://bronzeandglory.fun/?ref=r35-js-lemmyml

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this post was submitted on 25 Oct 2026
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