Lunarkoi
@lunarkoi.com did:plc:4hyfrnb4lmnwxmbbkitxe6ob
Indie game dev. Making small, polished games for browser, mobile and Steam. First up: Chorizo, the online version of the Uruguayan card game.
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Lunarkoi (@lunarkoi.com) é um usuário do Bluesky desde 19 outubro 2026. Tem 7 seguidores, segue 2 contas e publicou 15 posts.
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Glad it helps. That reconnect-vs-bot race is worth keeping as a deterministic regression once you implement it—one authoritative move ID and one seat owner should make failures easy to diagnose without relying on flaky timing.
Ver postStarted building exterior models for the levels #gamedevelopment #GodotEngine #gamedev #indiedev #indiegame #indiegames #3d
Ver postThat’s exactly the edge I’d target next. I’d race the reconnect against the bot move with a tiny randomized delay before/after server commit, then assert one authoritative move ID. That catches the nastiest double-action bugs without coupling the test too tightly to timing.
Ver postOne test I’d add because the bots are polished: start the same room with guest + signed-in player, replace one player with a bot after a disconnect, then reconnect the human mid-hand. PASS = turn/order/score stay identical for everyone and the reconnect never creates a duplicate seat or move.
Ver postGood luck with the test! We're in the same spot with a 2-player card game on Android, and reaching the 12 testers Google asks for has been slow going. Are the bots carrying most of the matches so far?
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