Game Hub
Real-time multiplayer gaming platform with live room-based gameplay
Overview
A multiplayer gaming platform featuring "Ring of Fire" — a real-time online drinking game. Players create or join game rooms using unique codes, connect via WebSocket for instant synchronization, and enjoy seamless state-managed gameplay across all connected clients.
Problem
Most online multiplayer games require downloads, accounts, or complex setup. I wanted to create instant-play experiences where friends can jump into a game together with just a room code — no installation, no friction.
Solution
Built a real-time gaming platform using WebSocket connections for live state synchronization. The system handles room creation, player management, and game state transitions entirely server-side with instant broadcast to all connected clients.
Tech Stack

Key Challenges
- 01Managing real-time state consistency across multiple connected clients
- 02Handling player disconnections and reconnections gracefully
- 03Implementing secure room-based access without requiring user accounts
- 04Synchronizing game state transitions smoothly between lobby and active gameplay
Outcomes
Fully functional multiplayer game with live room system
Real-time player list synchronization
Host-controlled game flow with state machine
Session persistence handling page refreshes
Deployed and playable at eloy-games-frontend.vercel.app