Bug Bomber is a Bomberman-style mini-game built by JBKR in plain canvas: the brand chevron walks an arena of legacy blocks, drops deploys that explode in a cross and clears bugs to open the exit to the next sprint. Playable with the keyboard (arrows or WASD, space, Enter) and with the on-screen buttons.

SCORE
0
LIVES
3
SPRINT
1
HI-SCORE
0

Arrows or WASD move · Space drops a deploy · Enter starts · Esc pauses

INSERT COIN
1

Drag the coin to the slot to unlock the game

STAGE 1

Mission briefing

JBKR

In 2026 we built, for a client under NDA, a competitive mini-game platform: players compete in skill matches and the winner receives a cash prize through PIX.

Seven games, a portal, an operations panel and a back-end. All in production, on a gradual launch. The art came from the client; the rest is our engineering.

MISSION OBJECTIVES6/6 COMPLETED
  1. SECSecurity

    Strong login, a second step for administrators and identity verification before any withdrawal. Keys and secrets stay out of the code.

    • Managed authentication
    • MFA
    • Anti-bot verification
    • App attestation
  2. ANTIAnti-cheat

    The browser does not decide the score. The server draws the match, signs the result and can replay it move by move when something looks off.

    • Signed scores (HMAC)
    • Server seeds
    • Replay
    • Obfuscated build
  3. PIXIntegration and payments

    Money comes in and goes out through PIX. Every cent balances in two databases and the audit trail cannot be erased. If the bank fails, the system fails safely.

    • PIX
    • Dual-write ledger
    • Idempotency
    • Circuit breaker
  4. UPAvailability

    Infrastructure written as code, staging identical to production, queues that absorb spikes and edge protection against bots and attacks.

    • Infrastructure as code
    • Edge WAF
    • Managed queues
    • Production + staging
  5. FAIRFairness

    Everyone in the room faces the same challenge. Bots fill empty seats so nobody waits, and simulations show that skill wins, not luck.

    • 3-player rooms
    • Bots
    • MMR ranking
    • Skill vs luck simulation
  6. OPSOperations

    A panel to follow matches and finances, automated tests on every change and architecture decisions documented for the client team.

    • 253 test files
    • 67 recorded decisions
    • CI with emulators
    • Data warehouse
FULL MANUALThe long version: what we deliver, how the project ran, engines and proof.

In 2026 JBKR Web built a competitive skill mini-game platform with cash prizes paid through PIX for a client under NDA: seven 2D web games in TypeScript, a web portal, an admin panel and a serverless back-end with NoSQL and relational databases (179 endpoints), anti-cheat, ranking, infrastructure as code, 253 test files and 67 recorded architecture decisions. The same method serves a casual game, a platform or the gamification of your product.

What we deliver in a game project

A game ready to operate, not just an executable. In the 2026 project that meant four applications: the game client on a 2D web engine with TypeScript, assembled in a visual scene editor, with seven reflex, memory, rhythm and reasoning mini-games, WebP texture atlases and per-game asset packs so a phone loads only what it is about to play; the player portal, installable as a PWA and in several languages; the admin panel; and the serverless Node back-end with a real-time NoSQL database and a relational database.

The art came from the client; JBKR designed and built everything that turns art into a game: mechanics, physics, audio, progression, economy, anti-cheat, payments, infrastructure and operations. Source code, architecture decisions and tests stay with the client, as in every JBKR project.

How a game project runs at JBKR

First the playable core loop, in two weeks, ugly and functional: that is where you find out whether the game is fun and what the rest will cost. Then the vertical slice, one complete slice with real art, sound, interface and back-end. Only then production in sprints, each with architecture decisions recorded in short documents (67 in the 2026 project), automated tests (154 files on the back-end and 99 on the front-end and the game) and continuous integration running against service emulators and a test relational database.

Launch is gradual: a staging environment identical to production, an assisted launch with telemetry and fixes on the same business day. Then comes live-ops, which is where a competitive game really lives: new mini-games, events, seasons, balancing and anti-cheat evolving with player behaviour.

Anti-cheat and fairness: the problem that decides whether the platform survives

In a game with prizes, the score that arrives from the browser is a claim, not a fact. JBKR treats every match as a transaction to be verified: the score is signed with HMAC and tied to the session; the server generates the seed and the layout of the match, so two players in the same room face exactly the same challenge; the clock is synchronised to detect impossible matches; a honeypot catches automation; a replay tool allows move-by-move auditing; and the production build is obfuscated.

Fairness goes beyond cheating. To prove the game is one of skill rather than luck, the platform has a statistical simulation engine with bots that measures the influence of luck in each mini-game, the basis of the client's legal report. When a three-player room does not fill, bots take the empty seats and the player is compared later with real opponents, so no match is lost for lack of people.

Economy, payments and compliance

Real money comes in and goes out through PIX, and that changes the engineering. Each player's balance lives in a dual-write ledger (NoSQL database for real time, relational database for reconciliation), with idempotent processing so a repeated message never credits twice, append-only audit tables and a circuit breaker on the payment gateway to fail safely when the bank does not respond.

Around the money, the account protections: managed authentication with custom tokens, MFA and roles for administrators, anti-bot verification and app attestation against automation, identity verification before withdrawals and two currencies (one with real value, one promotional) with separate rules. The security and privacy page describes how JBKR handles access and data as a processor under the LGPD.

Scale and infrastructure

The infrastructure is code: modules for network, edge protection (WAF), permissions, secrets, anti-bot verification, database and runtime, with separate production and staging environments. Managed queues absorb spikes in sign-ups and match settlements; a data warehouse receives the events for analysis; the continuous-integration pipelines run lint and tests for the four applications in parallel before any deployment.

The result is a small team operating a system with 179 back-end endpoints without improvisation. The cloud and infrastructure page describes the platforms; the point here is that a competitive game is, first of all, a financial system with a fun layer on top.

Multiplayer, ranking and retention

Matches happen in three-player rooms with real-time database updates; the server compares the results and pays the winner, minus the platform fee. Training, daily challenge, one-on-one duel, challenge-a-friend, tournaments and a gauntlet mode share the same base.

Retention comes from a complete progression system: skill scores per player, tiered MMR ranking, experience, missions, streaks, shields and boosts, leaderboards, an avatar builder with frames and a store. All of it is reusable back-end: the same progression engine can gamify a product that already exists.

Audio, AI and generated content

The rhythm game needs a note map for every song; instead of marking it by hand, JBKR generates the map automatically from the audio with signal analysis, and the designer only fine-tunes. Layouts and seeds for every match are generated on the server, which guarantees identical matches within a room and prevents the client from predicting the challenge.

Generative AI went into two places with a clear return: a paid "coach" that analyses the player's matches and suggests what to train, and a read-only query assistant for the admin team. JBKR's responsible-AI principles apply here as in any project: declared use, anonymised data and human review.

Engines and stacks: what we have delivered and what we do on demand
Engine or stackWhat forStatus at JBKR
Phaser 3 + TypeScript2D games for web and PWA, mini-games, competitive platformsDelivered in production (2026)
PixiJSHigh-performance 2D rendering, animated interfacesWeb capability
Three.js3D scenes in the browser, viewers and light gamesWeb capability
Unity2D and 3D games for Android, iOS, desktop and WebGLOn demand, with assigned specialists
GodotOpen-source engine for 2D and 3D, no royaltiesOn demand, with assigned specialists
UnrealHigh-fidelity graphics for desktop and consolesOn demand, with assigned specialists
Web portal (PWA), serverless Node back-end, NoSQL and relational databases, infrastructure as codePlayer portal, admin panel, back-end, payments and infrastructureDelivered in production (2026)

Real proof, not promises

7 mini-games in production
Seven 2D web games in TypeScript on a competitive platform with cash prizes, in assisted operation since 2026.
179 back-end endpoints
Serverless Node functions with a real-time NoSQL database and a relational database, a dual-write ledger and versioned migrations.
253 test files
154 on the back-end (integration against emulators, coverage enforced in CI) and 99 on the front-end and the game.
67 recorded architecture decisions
Every relevant choice (anti-cheat, ledger, rooms, bots, AI) documented in short records that stay with the client.

Updated on

STAGE 2

Engine inventory

Equipped means it has already run with real users. Available means we do it with specialists assigned to the project, under the founder's technical coordination.

EQUIPPED

Phaser 3 + TypeScript

2D games for web and PWA, with a visual scene editor

Web
Mobile
3D
AVAILABLE

PixiJS

High-performance 2D rendering for games and animated interfaces

Web
Mobile
3D
AVAILABLE

Three.js

3D scenes in the browser: viewers, experiences and light games

Web
Mobile
3D
AVAILABLE

Unity

2D and 3D games for Android, iOS, desktop and WebGL

Web
Mobile
3D
AVAILABLE

Godot

Open-source engine for 2D and 3D, royalty-free

Web
Mobile
3D
AVAILABLE

Unreal

High-fidelity graphics for desktop and consoles

Web
Mobile
3D

ABILITIES

  • Create mini-games and casual games for web and PWA in Phaser 3 with TypeScript, PixiJS or Three.js
  • Build competitive platforms: rooms, MMR ranking, missions, seasons, store and subscriptions
  • Protect the competition: signed scores, server-side seeds, replay auditing and obfuscated builds
  • Operate real money: wallets, an auditable ledger, PIX payments and identity verification
  • Keep the game running: serverless Node back-end, NoSQL and relational databases, data warehouse, infrastructure as code and live-ops
  • Deliver admin and analytics panels so the operation can follow matches and finances
  • Produce in Unity, Godot or Unreal with specialists assigned on demand under the founder's coordination
STAGE 3

World map: how a game is born here

Every stage ends with something playable or testable. No six months of documents before the first prototype.

  1. Concept and GDD

    Core loop, economy, audience, platforms and what is deliberately left out.

  2. Playable prototype

    The core loop in two weeks, ugly and functional, to test whether it is fun before investing in art.

  3. Vertical slice

    One complete slice with real art, sound, interface and back-end, from menu to scoreboard.

  4. Sprint production

    Recorded architecture decisions, automated tests and CI running against emulators.

  5. Gradual launch

    Staging, assisted launch, telemetry and fixes on the same business day.

  6. Live-ops

    New mini-games, events, seasons, balancing and anti-cheat in evolution.

STAGE 4

Bosses defeated

The hard problems of a competitive game are not in the engine. They are in whoever tries to cheat, in the money and in the scale.

THE CHEATER

A score sent by the browser can be forged, and a game with prizes attracts people who try.

How we wonSigned scores (HMAC), seeds and layouts generated on the server, clock sync, a honeypot, replay auditing and an obfuscated build.

THE VAULT

Real money moving in and out through PIX, with balances that have to reconcile to the cent.

How we wonDual-write ledger (NoSQL and relational databases), idempotent processing, append-only audit tables and a circuit breaker on the payment gateway.

LUCK

A skill platform has to prove it is not a game of chance and keep matches fair even with an incomplete room.

How we wonStatistical skill-versus-luck simulations, three-player rooms with bots filling empty seats, tiered MMR ranking and identity verification.

SCALE

Traffic spikes, sign-up bots and attacks at the edge, with a small team.

How we wonInfrastructure as code (network, edge WAF, permissions, secrets), managed queues, a data warehouse for analytics, anti-bot verification and app attestation.

STAGE 5

Achievements from the latest project

  • ACHIEVEMENT UNLOCKED72D web mini-games in production
  • ACHIEVEMENT UNLOCKED179serverless back-end endpoints
  • ACHIEVEMENT UNLOCKED253automated test files
  • ACHIEVEMENT UNLOCKED67recorded architecture decisions
STAGE 6

Select game mode

Three ways to hire, all in writing. The prototype of the first two weeks defines the rest of the budget.

CAMPAIGN

Fixed-scope project

How it works
Scope, deadline and price defined in a written proposal
Best for
Websites, apps, integrations and MVPs with clear scope
SEASON

Monthly plan (retainer)

How it works
Monthly hours with priority support: Care or Expert plan
Best for
Support, continuous evolution and systems in production
QUICK MATCH

Hourly (On-Demand plan)

How it works
From BRL 250/hour, estimate before the work starts
Best for
One-off fixes, assessments and proofs of concept

RESPONSE TIME Same-business-day response · Critical-failure fix started within 24 hours on monthly plans

STAGE 7

Question block

How much does it cost to develop a game?

A web mini-game in Phaser with a scoreboard and a simple back-end is a fixed-scope project of weeks; a competitive platform with payments, ranking, anti-cheat and an admin panel is a project of months, delivered in sprints and priced per stage. The playable prototype of the first two weeks is what sizes the rest of the budget. One-off work uses the On-Demand plan (from BRL 250/hour, estimate before the work starts); continuous evolution and support use the monthly plans: Care from BRL 1,125/month and Expert from BRL 2,050/month. Every proposal is written and itemized.

How long does it take?

A playable prototype in two weeks; a vertical slice (one complete slice with art, sound and back-end) in one to two months; the mini-game platform JBKR built in 2026 went from first commit to gradual launch in about six months, with seven mini-games, a portal, an admin panel and the back-end.

Do you use Unity, Unreal or Godot?

What JBKR has delivered in production is Phaser 3 with TypeScript for web and PWA. Unity, Godot and Unreal come in as on-demand capability: we assign specialists in the engine under the technical coordination of the founder, who is accountable for the architecture, the back-end and the delivery. We say so in writing in the proposal.

How do you prevent cheating in competitive games?

HMAC-signed scores, match seeds and layouts generated on the server, clock synchronisation, a honeypot to detect automation, a replay tool for auditing and an obfuscated build. No single measure solves it; together they make cheating expensive and detectable.

Are skill games with cash prizes legal in Brazil?

The platform JBKR built operates as a skill game, with a legal opinion commissioned by the client and statistical skill-versus-luck simulations. JBKR builds the technology and the audit trail (ledger, logs, identity verification); the legal assessment of the business model belongs to the client and their lawyers. This is not legal advice.

Do you publish on the Android and iOS stores?

What we have delivered in games so far runs in the browser and as an installable PWA. For the stores, the path is packaging the web game with Capacitor (JBKR has published Ionic/Capacitor apps since 2016) or producing in Unity or Godot on demand. The mobile apps page describes the publishing process.

Do you build real-time multiplayer?

On the delivered platform, three-player rooms use the real-time database and the server compares the results; bots fill empty seats when a room does not fill. For games that need frame-by-frame synchronisation we use WebSockets or a dedicated game server, decided at the prototype stage.

Can you gamify a product that already exists?

Yes: ranking, missions, streaks, seasons and mini-games can be attached to an existing app or portal through an API, without replacing the system. It is the same progression back-end as the competitive platform, applied to your product.

STAGE 8

CONTINUE?

Tell us the idea for the game or platform in a free 30-minute conversation. You leave with a proposed prototype, timeline and price in writing.

Request a proposal