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Simplify and streamline game selection and in-game UX as the catalog grows #389

Description

@aaylward

The lobby and table layouts won't hold up as the catalog grows. Today every game or variant gets its own button, and the rummy dealer picks a variant at the table. That already feels crowded with golf, castle and rummy (basic, ten-card, gin).

Coming games

  • Card games: canasta, bridge, whist, casino, more rummy variants, spades, …
  • Non-card games: multiplayer pong (the small-cat variant), multiplayer rescue party, go and chess, a Mario-like platformer, collaborative drawing, …

Lobby and selection flow

  • Replace the per-game buttons with a grouped flow. One option: "start a card table", then the dealer or the room picks the game and variant; other families work the same way.
  • Decide who chooses: the dealer, a room vote, or the host. Also decide when: at creation or between deals.
  • Keep variant pickers compact, for example a select plus one action, never one button per variant.
  • Show seat constraints (a variant that fits only 2 seats, and so on) without clutter.

In-game experience

  • Extensive play testing of each game's overall flow: deal, turn, end-of-deal sheet, next deal.
  • Web and mobile layout, touch targets, and clarity. A new player should be able to tell whose turn it is, what they can do now, and why a move was refused.
  • Share the table layout pieces (felt, hands, piles, sheets) across card games, so each new game doesn't bring its own layout.

Done when

  • A selection flow is designed and in place that scales to around 20 games and variants.
  • Each shipped game has been play-tested on desktop and phone, with its issues filed and fixed.

Activity

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