Werewolf
A realtime web werewolf game, built solo from scratch.
Solo build · realtime state
- Role
- Solo
- Team
- 1 person
- Duration
- 1 month
- Status
- Live & in use
Context & problem
Werewolf usually needs a moderator to manage turns and count votes by hand — tedious and error-prone. I wanted a version playable without a moderator, with rules enforced by the system.
Role & responsibilities
I built everything: game rules, phase flow, interface, realtime state in Supabase, and deployment. With no team, every decision — including which features not to build — was mine to make and own.
Planning
Version one could only contain what makes one round playable: room, role assignment, night phase, day phase, voting, and game over. Everything else went to a waiting list. That boundary is what made it ship.
Coordination
Without a team, coordination meant with myself and with users. I tested early and noted where players got confused: when to wait, what was happening, who had voted. Those notes turned straight into interface fixes.
Progress monitoring
The indicator was simple: can a group finish a round without my help. Every "what do I do now?" counted as a defect. After several rounds those questions faded.
Risks & responses
Outcomes
- The game runs without a moderator, with rules enforced by the system.
- Used by around 50 users.
- Evidence that I can manage scope and ship a product alone.
What I would do differently
Working alone made me realise the value of a second person. With no one to challenge assumptions, some decisions only felt wrong after users tried them. In a team, I want to be the one who asks for that challenge earlier.
Artifacts
- First-version scope boundary ↗ werewolf-scope.pdf
- Changelog ↗ werewolf-changelog.pdf
Documentation reconstructed from project archives for portfolio purposes.