Addictive Level-Based HTML5 Game

Job ID: 39898581

Budget: ₹1,500 – ₹12,500 INR

I’m commissioning a completely original, level-based HTML5 browser game that captures the “gotcha” spirit of Level Devil while leaning into a strategy-oriented play style. Everything must be coded from scratch in JavaScript/Canvas (no recycled templates or open-source snippets) so full copyright transfers to me and the build can never be resold or redistributed.

Core gameplay
• Levels: bite-sized, progressively harder, packed with unexpected traps that keep players retrying “just one more time.”
• Multiplayer: head-to-head or co-op rooms so friends race or collaborate through the same map.
• Rewards & achievements: badges, skins, or boosters that unlock as milestones are reached.
• Video ads: integrated placements between stages to monetise without breaking flow.

Admin & analytics
A secure dashboard (Node/Express or PHP—your call) lets me:
• Handle user management—email/ID sign-up, referral codes, ban/unban, password reset.
• Track analytics—level reached, total play time, last login, device, country.
• Edit content—clone, reorder or tweak existing stages and instantly publish new ones.

Technical expectations
• Responsive canvas layout that runs smoothly on Chrome, Safari, Firefox and mobile browsers.
• Scalable codebase with clear modules so future updates are simple.
• Clean asset pipeline (sprites, SFX, background music) with licences transferred to me.
• Written documentation covering build, deployment and future extension points.

Acceptance criteria
1. Game loads in <3 s on a 4G mobile connection.
2. All levels playable, multiplayer lobby stable for 50 concurrent users.
3. Admin panel functions tested and documented.
4. Final ZIP plus Git repo handed over with an IP assignment letter.

I value creativity over a huge portfolio, so even if you’re a beginner but can show prototypes or past mini-games, let’s talk. Reliability is key because I’ll be commissioning new worlds, skins and seasonal events once the core is live.

Tell me how you’d approach the trap mechanics, multiplayer architecture and ad integration, and include an estimated timeline for the first playable demo. I’m a serious buyer and ready to get started immediately.