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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

That would have made equal sense to me in Chinese, I'm just a lowly music composer.

i didnt understand