Patang

A multiplayer kite-flying game exploring realtime movement, line tension, cutting mechanics and a small authoritative game server.

experiment · prototype

Game designer and builder · Updated Aug 2026

  • Game systems
  • Realtime
  • Multiplayer
  • Physics

01 · Problem

Kite flying is defined by tension, positioning and short competitive interactions that do not map cleanly onto generic top-down multiplayer movement.

02 · System

A Phaser client renders the kite interaction while a Colyseus server owns realtime rooms and PocketBase provides identity and persistent game data.

03 · Outcome

The repository contains the multiplayer client/server foundation, local container stack and sprint designs for cutting, scoring and the game loop.

Context

The experiment uses a culturally specific physical interaction as the basis for a realtime game rather than reskinning a familiar combat loop.

Architecture

  1. 01Phaser browser game client
  2. 02Authoritative Colyseus room server
  3. 03PocketBase authentication and persistence
  4. 04Docker-backed local development services
  5. 05Sprint-defined cut and scoring mechanics

Decisions & trade-offs

Separate simulation from persistence

Fast room state belongs in the realtime server while identity and durable progression stay in PocketBase.

Evidence

  • Runnable three-service development environment
  • Realtime client/server foundation
  • Documented progression from movement to cutting and scoring

What this taught me

  • The identity of a game lives in the interaction model long before it lives in visual polish.