Screenshot of Jason’s Arcade, a retro neon landing page listing Treasure Takedown, Battle of the Brains, and LetterDrop as game cards
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Project 006 Games / Software

Web Arcade

A small arcade at play.jasongodson.com where friends and family can play the games I build, hosted on my own homelab.

A place to play

I wanted somewhere to put the games I make so friends and family could just open a link and play. Web Arcade is a retro landing page with a card for each game, labeled by whether it’s single-player or multiplayer and what engine it was built with.

Hosting is the project

The games are fun, but the real challenge here was the infrastructure. Multiplayer needs a backend, deployment, and some thought about what happens when more than a few people show up. Building the arcade on my homelab forced me to deal with those problems instead of leaving a game running only on my own computer.

What’s there now

The arcade has Treasure Takedown, a Godot multiplayer game, Battle of the Brains, a math game show for my kids, and LetterDrop, a Unity word game. New games can be added as I make them.

Project timeline

Along the way

  1. LetterDrop joins the arcade

    I added LetterDrop, a single-player Unity word game I’d built earlier, to the arcade, along with engine badges so each game shows what it was built with.

  2. Battle of the Brains in one evening

    I built a Jackbox-style math game show for my kids using Vite, TypeScript, and the same WebSocket backend. It was playable after one evening and a morning, and the kids were into it.

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  3. A Games link on my blog

    I added a Games link to my blog so people could find the arcade. I’ve since moved it here.

  4. Treasure Takedown gets a real backend

    I dug up a Godot multiplayer prototype I’d built from tutorials and reshaped it around a real backend, with deployment and scaling constraints in mind. Treasure Takedown became the first game in the arcade.

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  5. A home for the games I build

    I started play.jasongodson.com, a retro arcade-style landing page for playable games, hosted on my homelab. I cared less about making a new game and more about solving the hosting and multiplayer backend problems that don’t show up when everything runs locally.