That is far too generous, and I would rather hand the credit back where it belongs 🙏
You shipped a working online multiplayer game solo, and then did the rarest thing in this community: you took feedback and actually changed the product, twice, inside two days. Most people argue with feedback. You implemented it. That part cannot be taught, and it is going to matter more to your career than any architecture tip.
One correction, though — “for free” undersells what you gave back. You told me your fallback threshold was 10 seconds. That is a real number from a real shipped game, and it is the only reason I went and checked ours. The exchange ran both ways; you just did not see your half of it.
And yes, I will happily take you up on the testing offer 🎮
Bombercup — a free multiplayer bomber-battle arena that runs in a browser tab. No download, no signup: https://cx99industry.itch.io/bomberonlinewc
There is one specific thing I would value your eyes on, and you are unusually well placed to judge it because you now know exactly what this class of problem feels like.
The boss stage has teleport pads. Step on one and you are gone for four seconds — two coming apart, two putting yourself back together somewhere you did not choose. You cannot be hurt and you cannot act for any of it. I have stopped being able to tell whether four seconds reads as an escape or as being sent to the bench, because I have played it far too many times to feel it honestly any more.
It is a one-line change either way, so your first gut reaction is worth more to me than a considered one. Do not write me an essay — just tell me which of those two it felt like.
Unofficial fan project, no affiliation with Konami or Hudson. Nothing for sale, nothing to install.