SUZUSHINLAB
Journal / English

I Turned My Original Card Game, Override, into a Web Game

· Shingo Suzuki (Suzushin)

Japanese original: .

Game workshopPhaserWordPress developmentTypeScript

Hi, I'm Shingo Suzuki, also known as Suzushin.

Previously, I wrote about inventing the card game Override. At the end, I mentioned turning it into a web game as something I wanted to try.

I've now made that idea real. Here's how I built Override Classic so it can be played directly in a browser.

Why make a web version?

Explaining rules in an article still asks people to find a deck and read carefully before playing. Honestly, that's quite a hurdle.

“I want people to open a browser and start playing.”
“And I'd like them to be able to play alone against an AI.”

Those thoughts prompted the web version.

Creating a development section called SUZUSHINLAB Studio

Alongside the blog, I decided to start a separate development section: SUZUSHINLAB Studio.

I've built it as a custom WordPress plugin, structured so I can add more original web tools and games. Override is its first app.

The technology: TypeScript, Phaser, obfuscation, and SSH deployment

A little about what's inside.

The game logic is written in TypeScript, using the 2D game library Phaser. Phaser loads from a CDN rather than being bundled with my code. I obfuscate only my own code before serving it.

Deployment sends files directly over SSH. But overwriting the live plugin folder immediately felt risky, so I added a safeguard: upload to a temporary folder on the server, check PHP syntax, then update production only if the check passes.

Four screens and AI play

The game has four screens: opening → mode selection → game → results.

There are two modes:

  • Two players: Share one screen and play face-to-face, much like using physical cards.
  • Against AI: Play alone against a simple computer opponent.

In AI mode, your color—red or black—is chosen randomly each game. Keeping the first and second player fixed would feel repetitive, so the starting conditions vary.

The AI isn't especially complicated. If it can win immediately, it chooses that move. Otherwise, it scores positions that extend its own lines or interfere with yours and chooses what looks best.

It doesn't search deeply ahead, so I expect there are still plenty of ways to beat it.

Refining it through feedback

The first working version looked very plain. After trying it, I improved things one by one:

  • The game-list card didn't look clearly clickable, so I added a badge and arrow animation.
  • The board squares felt bland, so I gave them rounded-card styling, colors, and shadows.
  • The results screen appeared immediately after a win, so I added a pause and a golden highlight on the completed line.
  • The AI was too weak, so I added the scoring logic described above.
  • Instructions were hard to find, so I added collapsible rules on the game screen.

Rather than build it once and stop, I keep fixing what I notice. It feels very similar to the process of building a blog agent team with Claude Code.

Give it a play

You can play Override Classic from SUZUSHINLAB Studio.

There are many things I'd still like to improve, but my first priority was getting something working and published. I plan to add more original tools and games to Studio.

If you try it and notice something, or think a feature should work differently, please let me know. I'd like to keep helping this game grow.

Read the Japanese original

On this page
  1. Why make a web version?
  2. Creating a development section called SUZUSHINLAB Studio
  3. The technology: TypeScript, Phaser, obfuscation, and SSH deployment
  4. Four screens and AI play
  5. Refining it through feedback
  6. Give it a play