CoOp:Anything
게임을 검색해 협동 플레이 가능한 모드·단계·품질·커뮤니티 평점을 확인합니다
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Double-six partner dominoes (4 players, 2 teams). You + an AI partner vs two AI opponents. Everyone draws 7 — the full 28-tile set, no boneyard. First team to 100 points wins.
The table is square (1:1). Tiles are drawn at a fixed size and never shrink — the chain starts in the middle and, when an arm reaches the edge, it turns the corner and runs along the border, coiling inward if it goes all the way around.
A full 28-tile chain is 1372px of dominoes and needs a 580px square to coil cleanly. Smaller screens lay it out at that size and scale the whole table down, so tile size is still fixed for the entire round.
Three difficulty levels, selectable during play.
The AI opens using the classic Venezuelan school — the regla de oro of El Tigre de Carayaca (Héctor Simosa Alarcón): lead the highest double that has company, fall back to the highest bare double, and with no doubles lead a heavy tile from your longest suit.
Measured over 600 mirrored matches (sides swapped so seat order cannot skew it):
| Matchup | Win rate |
|---|---|
| hard vs medium | 65.8% |
| hard vs easy | 81.3% |
| medium vs easy | 80.7% |
| hard vs hard | 50.7% (sanity check) |
After every round you can open a review of your own play. This is a team game, so the review is built on the partner doctrine of Héctor Simosa Alarcón, "El Tigre de Carayaca" (Ciencia y Arte en el Dominó). Two independent lenses:
Principles. Judged against the classic partner ideas, with a separate team-play score for how often your choices helped your side:
Engine analysis. Separately, where your move ranked in the engine's own search, what it would have played instead, and why.
Forced moves are never counted against you.
npm install
npm run dev # http://localhost:3000
npm test # engine unit tests
npm i -g vercel
vercel # log in with your account, accept defaults
Or push the repo to GitHub and import it at vercel.com/new.
src/engine/ — pure game logic (tiles, rules, scoring) + AI. No UI dependencies, so it can run server-side for online multiplayer in phase 2.src/components/ — the game table UI.src/app/ — Next.js app shell.Private tables with a shareable six-character code. Create one, send the code to three friends, and empty seats can be filled by the computer (host's choice, with a skill setting).
Turn on the backend by following SUPABASE.md — one free project and three environment variables.
How it is kept honest. The browser never runs the rules and never holds the deck. It sends intentions ("play this tile on that end") to the server, which owns the authoritative game state, validates against the same engine the solo game uses, and replies with a view containing only that player's own tiles. Everyone else's hand is reduced to a count. Row level security denies browsers all direct database access, so hidden information stays hidden even if someone goes looking with the developer tools.
Other details:
localStorage is your seat.
The schema already carries a user_id column, so real accounts and ratings can
be added later without a rewrite.