Hey, thanks so much! 🙏 I'm really glad
As for multiplayer in a solo project: I used PeerJS for the P2P signalling layer, The trickiest part was making the game deterministic across two machines without a central server
I generate the map from a seeded PRNG (mulberry32)
the host generates a seed and sends it to the client, so both render the exact same obstacles, boost pads, and coins without syncing every object