A fully server-authoritative, real-time multiplayer Ludo game built from scratch with a custom game engine, WebSocket networking, and Redis-backed state management.
- Designed a complete Ludo game engine with turn-based rules, dice logic, and move validation
- Implemented real-time multiplayer sync using WebSockets with strict game-room isolation
- Built server-authoritative gameplay to prevent cheating and invalid moves
- Modeled board state and pawn state using optimized maps for O(1) lookups
- Implemented pawn capture, safe cells, home logic, and finish rules accurately
- Used Redis as a shared game-state store for fast reads and atomic updates
- Designed secure join/exit flows with per-game and per-user access validation
- Calculated movable pawns dynamically based on dice value and pawn state
- Implemented turn locking, dice roll permissions, and move gating
- Built a broadcast system to sync board updates to all players instantly
- Structured backend with clear separation: Game Manager, WebSocket Gateway, Redis Layer
- Built frontend using React + Zustand for deterministic state updates
- Maintained stateless HTTP APIs alongside stateful WebSocket connections
Every line of logic, architecture, and game rules was written manually without using AI-generated code. UI details are intentionally omitted.
- Bot player logic
- Match lifecycle management
- Performance and edge-case polish
If youโre hiring for backend-heavy, real-time, WebSocket-driven systems โ yes. This project demonstrates system design, state management, networking, and production-oriented thinking.


