29 KiB
Platform Integration Roadmap
Project: Soroban Abacus Flashcards - Arcade Games Platform Focus Areas: Educational Platform SSO & Game Distribution Channels Document Version: 1.0 Last Updated: 2025-11-02
Executive Summary
This roadmap outlines integration strategies for four major platform categories to expand reach and player acquisition:
- Google Classroom Integration - Direct access to teachers and students
- Clever/ClassLink SSO - K-12 institution single sign-on (massive reach)
- Game Distribution Portals - CrazyGames, Poki, Kongregate (casual player discovery)
- Steam Distribution - Educational game marketplace with social features
Estimated Total Timeline: 6-9 months for full implementation Estimated Total Cost: $600-1,500 (app fees + hosting) Expected Impact: 10x-100x increase in player discovery reach
Platform #1: Google Classroom Integration
Overview
Google Classroom API enables teachers to:
- Import game rooms directly into their classes
- Auto-create student accounts with SSO
- Track student progress and scores
- Assign abacus practice as homework
Target Audience: 150+ million students and teachers using Google Classroom globally
Technical Requirements
Prerequisites:
- Google Cloud Platform (GCP) project
- OAuth 2.0 implementation
- Google Classroom API access
- HTTPS endpoints
API Capabilities Needed:
- Courses API (read class rosters)
- Coursework API (create assignments)
- Students API (manage student accounts)
- Submissions API (track game completion)
Implementation Phases
Phase 1: Basic OAuth & SSO (2-3 weeks)
Tasks:
- Set up GCP project and enable Classroom API
- Implement OAuth 2.0 "Sign in with Google" flow
- Add Classroom scope permissions (
classroom.courses.readonly,classroom.rosters.readonly) - Create user account mapping (Google ID → Internal User ID)
- Test with sandbox Google Workspace account
Deliverables:
- "Sign in with Google" button on login page
- Auto-account creation for Google users
- Basic profile sync (name, email, photo)
Effort: 40-60 hours Cost: $0 (Google API is free for educational use)
Phase 2: Class Import & Roster Sync (3-4 weeks)
Tasks:
- Build UI for teachers to import Classroom rosters
- Implement Courses API integration (list teacher's classes)
- Create room auto-provisioning from class data
- Set up automatic roster synchronization (daily sync)
- Handle student account creation/deactivation
- Add class management dashboard for teachers
Deliverables:
- "Import from Google Classroom" feature
- Teacher dashboard showing all imported classes
- Automatic student account provisioning
- Daily roster sync (new students, removed students)
Effort: 80-100 hours Cost: $0
Phase 3: Assignment Integration (3-4 weeks)
Tasks:
- Build "Assign to Classroom" feature for game rooms
- Implement Coursework API integration
- Create assignment templates for each game type
- Build grade sync (game scores → Classroom grades)
- Add completion tracking and submission API integration
- Create teacher analytics dashboard
Deliverables:
- Teachers can push game assignments to Classroom
- Students see assignments in Classroom feed
- Automatic grade passback on game completion
- Teacher analytics (who played, scores, time spent)
Effort: 100-120 hours Cost: $0
Phase 4: Deep Integration & Polish (2-3 weeks)
Tasks:
- Add "Share Turn" notifications (via Classroom API announcements)
- Implement progress tracking dashboard
- Create teacher resource library (lesson plans, tutorials)
- Add student portfolio (history of games played)
- Build reporting exports (CSV, PDF)
- Classroom API webhook integration for real-time updates
Deliverables:
- Comprehensive teacher dashboard
- Student progress portfolios
- Automated reporting
- Real-time roster updates
Effort: 60-80 hours Cost: $0
Total Timeline: 10-14 weeks
Total Effort: 280-360 hours
Total Cost: $0
Dependencies
- Existing user authentication system (✓ NextAuth in place)
- Room management system (✓ exists)
- Score/progress tracking (✓ exists per game)
- Email notification system (partially implemented)
Risks & Mitigation
| Risk | Impact | Likelihood | Mitigation |
|---|---|---|---|
| OAuth complexity | Medium | Medium | Use official Google client libraries |
| API rate limits | Low | Low | Implement caching and batch requests |
| Grade sync errors | High | Medium | Add retry logic and error notifications |
| Teacher adoption | High | High | Create detailed onboarding videos |
| Privacy compliance (COPPA) | Critical | Medium | Implement parent consent workflows |
Success Metrics
- Adoption: 100+ teachers in first 3 months
- Usage: 50+ classes imported
- Retention: 70%+ of teachers assign games monthly
- Referrals: 20% teacher-to-teacher referrals
Platform #2: Clever & ClassLink SSO
Overview
Clever: SSO platform serving 75% of U.S. K-12 schools (13,000+ districts) ClassLink: SSO platform serving 20+ million students globally
Both provide instant access to school rosters without manual setup.
Key Benefits:
- Zero teacher setup (IT manages access)
- Automatic roster sync
- Instant student login (no passwords)
- District-wide deployment capability
Technical Requirements
Clever Requirements:
- OAuth 2.0 implementation
- REST API integration
- HTTPS endpoints
- District SSO certification
ClassLink Requirements:
- SAML 2.0 support (or OAuth/OpenID Connect)
- OneRoster API integration (for roster sync)
- ClassLink Management Console access
Implementation Phases
Phase 1: Clever District SSO (4-5 weeks)
Tasks:
- Register as Clever developer (dev.clever.com)
- Implement OAuth 2.0 authorization grant flow
- Add "Log in with Clever" button
- Integrate Clever Data API v3.1
- Districts API
- Schools API
- Students/Teachers API
- Sections API (classes)
- Build user account mapping (Clever ID → Internal ID)
- Create development environment with sandbox district
- Implement district admin dashboard
- Apply for District SSO certification
API Scopes Required:
read:district_admins_basicread:school_admins_basicread:students_basicread:teachers_basicread:user_idread:sis(for full roster data)
Deliverables:
- "Log in with Clever" SSO
- Automatic account creation
- District/school/class hierarchy sync
- Certified for live district connections
Effort: 100-120 hours Cost: $0 (Clever is free for developers)
Phase 2: ClassLink SAML Integration (3-4 weeks)
Tasks:
- Set up SAML 2.0 service provider
- Register with ClassLink SSO Library
- Implement SAML authentication flow
- Add "Log in with ClassLink" button
- Integrate OneRoster API for roster sync
- Build automated roster update system
- Create ClassLink admin dashboard
- Submit to ClassLink SSO Library (6,000+ app directory)
Deliverables:
- "Log in with ClassLink" SSO
- OneRoster-based roster sync
- Listed in ClassLink SSO Library
Effort: 80-100 hours Cost: $0
Phase 3: Advanced Features (2-3 weeks)
Tasks:
- Implement shared device support (session override)
- Add UTF-8 character support for names
- Build district admin analytics dashboard
- Create automated onboarding emails for admins
- Add Clever/ClassLink badge to marketing site
- Build compliance documentation (FERPA, COPPA)
Deliverables:
- Production-ready SSO for both platforms
- District admin tools
- Compliance documentation
Effort: 60-80 hours Cost: $0
Total Timeline: 9-12 weeks
Total Effort: 240-300 hours
Total Cost: $0
Dependencies
- SAML library (e.g.,
passport-samlfor Node.js) - OAuth 2.0 implementation (can reuse from Google Classroom)
- Secure session management
- Database schema for district/school/class hierarchy
Risks & Mitigation
| Risk | Impact | Likelihood | Mitigation |
|---|---|---|---|
| Certification delays | High | Medium | Start certification process early |
| SAML complexity | Medium | Medium | Use established libraries (passport-saml) |
| District adoption | High | Medium | Partner with early adopter districts |
| Privacy regulations | Critical | Medium | Legal review of terms/privacy policy |
| Competing apps | Medium | High | Emphasize unique abacus/math focus |
Success Metrics
- Listings: Published in both app directories
- Certification: Clever District SSO certified
- Districts: 10+ districts in first 6 months
- Students: 5,000+ student logins in first year
- Retention: 60%+ district renewal rate
Platform #3: Game Distribution Portals
Overview
Three major browser game portals with complementary audiences:
- CrazyGames: Open platform, 35M+ monthly users, SDK monetization
- Poki: Curated platform, 50M+ monthly users, 50/50 revenue share, web exclusivity
- Kongregate: Legacy platform, 20M+ monthly users, now requires pre-approval
Target Audience: Casual gamers discovering educational games through play
Platform Comparison
| Feature | CrazyGames | Poki | Kongregate |
|---|---|---|---|
| Selectivity | Moderate | High (curated) | High (email approval) |
| File Size | Strict limits | <8MB initial | ~1100x700px max |
| Exclusivity | None | Web exclusive | None |
| Revenue | SDK ads | 50/50 split | Ads + Kreds |
| SDK Required | Yes | Yes | Yes |
| Approval Time | 1-2 weeks | 2-4 weeks | Varies |
Technical Requirements (Common)
All Platforms:
- HTML5/WebGL build
- Save system (localStorage/cloud)
- Ad integration (SDK provided)
- Mobile responsive design
- HTTPS hosting
- No external monetization UI
CrazyGames Specific:
- CrazyGames SDK integration
- File size optimization
- Ad placements (banner, interstitial, rewarded)
- Leaderboard integration
Poki Specific:
- Poki SDK integration
- <8MB initial download (critical!)
- Auto-detect mobile devices
- Remove any IAP UI elements
- Web exclusivity agreement
Kongregate Specific:
- Pre-approval via BD@kongregate.com
- Kongregate API integration
- Badge system integration
- Kreds (virtual currency) support optional
- "initialized" stat tracking
Implementation Phases
Phase 1: Game Optimization & SDK Prep (3-4 weeks)
Tasks:
- Audit current build sizes (check all games)
- Implement code splitting and lazy loading
- Optimize assets (image compression, audio formats)
- Create lightweight "portal build" configuration
- Build asset CDN strategy
- Implement progress save system (if not present)
- Add mobile detection and responsive layouts
- Create build pipeline for portal releases
Target Build Sizes:
- Initial load: <5MB (to meet Poki's <8MB requirement)
- Full game: <20MB
- Individual game assets: lazy loaded
Deliverables:
- Optimized builds for each game
- Build pipeline for portal releases
- Mobile-responsive UI for all games
Effort: 80-100 hours Cost: $0
Phase 2: CrazyGames Integration (2-3 weeks)
Tasks:
- Register at CrazyGames developer portal
- Integrate CrazyGames SDK
- Ad placements (banner, interstitial, rewarded)
- Game analytics
- User progression tracking
- Submit best-performing games:
- Matching Pairs Battle (most casual-friendly)
- Complement Race (fast-paced)
- Card Sorting (quick sessions)
- Create game pages with descriptions/screenshots
- Pass technical review and QA
- Launch and monitor metrics
Deliverables:
- 3 games live on CrazyGames
- SDK integration complete
- Ad monetization active
Effort: 60-80 hours Cost: $0
Phase 3: Poki Integration (3-4 weeks)
Tasks:
- Submit application via Poki game submission form
- Wait for curator review (2-4 weeks)
- If approved, integrate Poki SDK
- Ad integration (Poki manages monetization)
- Analytics tracking
- Commerce API (if applicable)
- Agree to web exclusivity terms
- Optimize games to <8MB initial load (critical!)
- Remove any competing monetization UI
- Submit games for final review
- Launch on Poki
Deliverables:
- 2-3 games live on Poki (start with best performers)
- Poki SDK integration
- Revenue share active (50/50 split)
Effort: 80-100 hours Cost: $0 Note: Approval not guaranteed - Poki is highly selective
Phase 4: Kongregate Pre-Approval (2-3 weeks)
Tasks:
- Email BD@kongregate.com with game portfolio
- Prepare pitch deck:
- Game trailers/screenshots
- Unique value proposition (abacus education + multiplayer)
- Target audience data
- Existing player metrics
- Wait for response (varies)
- If approved, integrate Kongregate API
- Stats and achievements (badges)
- Optional: Kreds integration
- Submit games for review
- Launch on Kongregate
Deliverables:
- Pre-approval from Kongregate
- 1-2 games live on platform
- Badge achievements implemented
Effort: 60-80 hours Cost: $0 Note: Approval required before development
Total Timeline: 10-14 weeks
Total Effort: 280-360 hours
Total Cost: $0
Game Prioritization for Submission
Tier 1 (Submit first):
- Matching Pairs Battle - Most casual-friendly, clear mechanics
- Complement Race - Fast-paced, competitive, good for short sessions
Tier 2 (Submit if Tier 1 succeeds): 3. Card Sorting - Simple, quick gameplay 4. Memory Quiz - Educational but approachable
Tier 3 (Hold back): 5. Rithmomachia - Too complex for casual portals, better for Steam
Dependencies
- Current games must be playable without login (guest mode)
- Mobile responsive design
- Build optimization pipeline
- CDN for asset hosting
- Analytics integration
Risks & Mitigation
| Risk | Impact | Likelihood | Mitigation |
|---|---|---|---|
| Poki rejection | Medium | High | Focus on CrazyGames first, apply with best metrics |
| File size requirements | High | Medium | Aggressive asset optimization, code splitting |
| Ad integration conflicts | Medium | Medium | Separate builds per platform |
| Revenue lower than expected | Medium | High | Treat as marketing channel, not primary revenue |
| Web exclusivity limits Steam | High | Low | Don't submit Rithmomachia to Poki |
| Multiplayer sync issues | High | Medium | Add offline/single-player modes |
Success Metrics
CrazyGames:
- Plays: 10,000+ plays/month per game
- Retention: 30%+ day-1 return rate
- Revenue: $200+ monthly from ads
Poki:
- Plays: 50,000+ plays/month per game
- Revenue: $500+ monthly (50/50 split)
- Rating: 4.0+ stars
Kongregate:
- Plays: 5,000+ plays/month
- Badges: 3+ achievements per game
- Revenue: $100+ monthly
Platform #4: Steam Distribution
Overview
Why Steam for Educational Games:
- 120+ million active users
- Strong social features (friends, achievements, leaderboards)
- Educational games perform well (Kerbal Space Program, Human Resource Machine, etc.)
- One-time purchase model fits premium educational content
- Community features drive multiplayer engagement
Package Concept: "Soroban Academy: Mathematical Strategy Games"
- Bundle all games into single Steam app
- Include exclusive Steam features (achievements, leaderboards, cloud saves)
- Highlight Rithmomachia as flagship historical strategy game
- Price point: $9.99-14.99
Technical Requirements
Platform:
- Desktop application (Windows, macOS, Linux)
- No native browser game support
Packaging Options:
-
Electron (most common for web games)
- Pros: Easy conversion, full Chromium
- Cons: Large file size (~100-200MB), memory intensive
-
Tauri (modern alternative)
- Pros: Lightweight (~10MB), uses system WebView
- Cons: Newer, less Steam integration examples
-
NW.js (alternative to Electron)
- Pros: Similar to Electron, slightly smaller
- Cons: Less popular, smaller community
Recommended: Start with Electron (most proven path for HTML5 → Steam)
Steamworks Integration:
- Steam Authentication API
- Steam Achievements API
- Steam Leaderboards API
- Steam Cloud (save sync)
- Steam Friends API (invite friends to games)
- Steam Overlay support
Implementation Phases
Phase 1: Desktop Packaging with Electron (4-5 weeks)
Tasks:
- Set up Electron project
- Package Next.js app for Electron
- Configure build pipeline:
- Windows (x64)
- macOS (Apple Silicon + Intel)
- Linux (x64)
- Handle offline mode and local Socket.io server
- Implement native window controls
- Add auto-updater support
- Test on all platforms
- Optimize bundle size (<500MB total)
Deliverables:
- Desktop app for Windows/macOS/Linux
- Standalone builds (no separate server needed)
- Native app experience
Effort: 120-150 hours Cost: $0
Phase 2: Steamworks SDK Integration (3-4 weeks)
Tasks:
- Register as Steamworks developer (pay $100 fee)
- Create Steam app page
- Integrate Steamworks SDK:
- Install Greenworks (Electron + Steamworks bridge)
- Implement Steam Authentication
- Replace internal auth with Steam accounts
- Build achievement system:
- Define 20-30 achievements per game
- Integrate Steamworks Achievements API
- Create achievement icons (64x64px)
- Implement Steam Leaderboards:
- Per-game leaderboards
- Global cross-game leaderboard
- Add Steam Cloud saves:
- Sync game progress across devices
- Handle conflict resolution
- Integrate Steam Friends API:
- "Invite friend to game room" button
- Show online friends in lobby
- Test Steam Overlay functionality
Deliverables:
- Full Steamworks integration
- Achievement system (20-30 achievements)
- Steam Leaderboards
- Cloud saves
- Friend invites
Effort: 100-120 hours Cost: $100 (Steam Direct fee, one-time, recoupable)
Phase 3: Store Page & Marketing Assets (2-3 weeks)
Tasks:
- Create Steam store page:
- Title: "Soroban Academy: Mathematical Strategy Games"
- Capsule images (multiple sizes)
- Hero image / header
- 5-10 screenshots per game
- 60-90 second trailer (show all games)
- Detailed description with educational benefits
- System requirements
- Price: $9.99-14.99
- Write compelling marketing copy
- Create game trailer (video editing)
- Design Steam library assets
- Set up community hub
- Configure Steam tags:
- Education, Strategy, Multiplayer, Casual, Math, Board Game
- Prepare press kit and media
Deliverables:
- Complete Steam store page
- Marketing trailer
- Press kit
- Community hub setup
Effort: 60-80 hours Cost: $0-300 (if hiring video editor)
Phase 4: Steam Review & Launch (2-3 weeks)
Tasks:
- Upload build to Steamworks
- Set release date (2+ weeks out)
- Make store page public
- Submit for Steam review (1-5 days)
- Address any review feedback
- Prepare launch marketing:
- Email existing users
- Social media campaign
- Press outreach
- Reddit/forum posts
- Product Hunt launch
- Launch on Steam
- Monitor reviews and feedback
- Respond to community
- Plan post-launch updates
Deliverables:
- Live on Steam
- Launch marketing campaign
- Community management process
Effort: 60-80 hours Cost: $0-500 (marketing budget)
Phase 5: Post-Launch Support (Ongoing)
Tasks:
- Weekly bug fixes and patches
- Monthly content updates
- Seasonal events
- New achievements
- Community engagement
- Steam Sale participation
- User feedback integration
Deliverables:
- Regular updates
- Active community
- Growing review score
Effort: 20-40 hours/month ongoing Cost: $0
Total Timeline: 11-15 weeks
Total Effort: 340-430 hours
Total Cost: $100-900
Dependencies
- Functioning multiplayer system (✓ exists)
- All games stable and bug-free
- Marketing materials (screenshots, videos)
- Legal documentation (EULA, privacy policy)
- Support email/forum setup
Risks & Mitigation
| Risk | Impact | Likelihood | Mitigation |
|---|---|---|---|
| Electron bundle too large | Medium | Medium | Optimize assets, use lazy loading |
| Steamworks integration bugs | High | Medium | Extensive testing, use Greenworks |
| Low sales | High | High | Strong marketing, community building |
| Review bombing | Medium | Low | Active community management |
| Multiplayer server costs | Medium | Medium | P2P option or Steam networking |
| Steam review rejection | High | Low | Follow guidelines strictly |
| Competition from free web version | High | High | Add Steam-exclusive features |
Pricing Strategy
Options:
- Premium ($9.99-14.99): Full game bundle with Steam features
- Freemium: Free base + DLC for premium games
- Early Access ($7.99): Launch at lower price, increase at 1.0
Recommendation: Premium $12.99 with frequent sales
- Perceived value: 6 games = ~$2 each
- Recoup $100 fee after 8 sales
- Sales can drive volume (50% off = $6.49)
Marketing Angles for Steam
- Rithmomachia Focus: "Play the 1,000-year-old medieval chess"
- Educational Value: "Math learning disguised as strategy gaming"
- Multiplayer Fun: "Challenge friends in mathematical duels"
- Historical Gaming: "Rediscover forgotten board games"
- Family Friendly: "Safe, educational gaming for all ages"
Success Metrics
Launch Goals:
- Wishlist: 1,000+ before launch
- Sales: 500+ units in first month
- Reviews: 50+ reviews, 85%+ positive
- Revenue: $5,000+ in first quarter
Long-term Goals:
- Sales: 5,000+ units in first year
- Reviews: 200+ reviews, 90%+ positive
- Revenue: $30,000+ annually
- Community: Active Discord/forums with 1,000+ members
Prioritization & Recommended Timeline
Recommended Order of Execution
Phase A: Quick Wins (First 3 months)
- Google Classroom - Phase 1 (OAuth/SSO) - Immediate teacher value
- CrazyGames submission - Fast player discovery
- Google Classroom - Phase 2 (Class Import) - Core teacher feature
Phase B: Institution Access (Months 4-6) 4. Clever SSO integration - Scale to districts 5. ClassLink SSO integration - Additional district reach 6. Google Classroom - Phase 3 (Assignments) - Deep integration
Phase C: Casual Discovery (Months 6-9) 7. Poki submission - Largest casual audience 8. Kongregate pre-approval + submission - Niche community
Phase D: Premium Market (Months 9-12) 9. Steam development - Desktop packaging + Steamworks 10. Steam launch - Premium educational game market
Timeline Gantt Overview
Month 1-2: [Google OAuth/SSO] [CrazyGames Prep]
Month 2-3: [Google Class Import] [CrazyGames Launch]
Month 4-5: [Clever SSO] [ClassLink SSO]
Month 6-7: [Google Assignments] [Poki Prep]
Month 7-8: [Poki Launch] [Kongregate]
Month 9-10: [Steam Electron Build]
Month 10-11: [Steam Steamworks Integration]
Month 11-12: [Steam Store Page & Launch]
Total Cost Summary
| Platform | One-time Cost | Ongoing Cost | Notes |
|---|---|---|---|
| Google Classroom | $0 | $0 | Free for education |
| Clever | $0 | $0 | Free for developers |
| ClassLink | $0 | $0 | Free for developers |
| CrazyGames | $0 | $0 | Revenue share via ads |
| Poki | $0 | $0 | 50/50 revenue share |
| Kongregate | $0 | $0 | Revenue share via ads |
| Steam | $100 | $0-200/mo | Server costs optional |
| TOTAL | $100 | $0-200/mo | Very affordable |
Resource Requirements
Developer Time:
- Total effort: 1,140-1,450 hours across all platforms
- Timeline: 9-12 months (with 1-2 developers)
- Ongoing: 20-60 hours/month maintenance
External Costs:
- Steam Direct fee: $100
- Optional video editing: $0-500
- Optional marketing budget: $0-1,000
- Server costs (if needed): $50-200/month
Skills Needed:
- OAuth/SAML implementation
- REST API integration
- Electron/desktop app packaging
- Steamworks SDK integration
- Marketing/community management
Risk Management
Top 5 Risks Across All Platforms
-
Privacy Compliance (COPPA, FERPA, GDPR)
- Impact: Critical (could block educational adoption)
- Mitigation: Legal review, implement consent systems, privacy policy updates
-
Platform Rejection (Poki, Kongregate)
- Impact: High (wasted development time)
- Mitigation: Apply early, start with less selective platforms, gather metrics
-
Low Adoption/Sales
- Impact: High (ROI concern)
- Mitigation: Strong marketing, community building, teacher outreach
-
Technical Integration Complexity
- Impact: Medium (timeline delays)
- Mitigation: Use established libraries, start simple, iterate
-
Server Costs for Multiplayer
- Impact: Medium (ongoing expenses)
- Mitigation: Optimize server efficiency, consider P2P, price accordingly
Success Metrics Dashboard
Key Performance Indicators (KPIs)
User Acquisition:
- New users per month (by source)
- Sign-up conversion rate
- Platform-specific downloads/plays
Engagement:
- Daily/Monthly Active Users (DAU/MAU)
- Average session length
- Games per session
- Return rate (D1, D7, D30)
Education Impact:
- Teachers registered
- Classes created
- Assignments completed
- Student progress metrics
Revenue (Steam):
- Units sold
- Revenue per month
- Refund rate
- Review score
Platform-Specific:
- Google Classroom: Classes imported, assignments created
- Clever/ClassLink: Districts connected, SSO logins
- Game Portals: Plays per game, ad revenue, ratings
- Steam: Sales, reviews, concurrent players
Next Steps
Immediate Actions (This Week)
- Decide on priority order - Which platform to tackle first?
- Set up project tracking - Dedicate repository/board for integration work
- Legal review - Review privacy policy and terms for educational compliance
- Create developer accounts:
- Google Cloud Platform
- Clever Developer Portal
- CrazyGames Developer Portal
- Poki submission prep
- Audit current codebase - Check readiness for each integration
Quick Wins to Start
Option 1: Google Classroom OAuth (Fastest Impact)
- 2-3 weeks to launch
- Immediate teacher value
- No approval needed
Option 2: CrazyGames (Fastest Player Growth)
- 3-4 weeks to launch
- Immediate player discovery
- Open platform (high acceptance rate)
Recommendation: Start both in parallel if resources allow
Appendix
Useful Links
Google Classroom:
- Developer Docs: https://developers.google.com/classroom
- API Reference: https://developers.google.com/classroom/reference
- OAuth Guide: https://developers.google.com/identity/protocols/oauth2
Clever:
- Developer Portal: https://dev.clever.com
- SSO Guide: https://dev.clever.com/docs/getting-started-with-clever-sso
- API Docs: https://dev.clever.com/docs/api-overview
ClassLink:
- SSO Library: https://www.classlink.com/resources/sso-search
- OneRoster: https://www.imsglobal.org/activity/onerosterlis
Game Portals:
- CrazyGames: https://docs.crazygames.com/
- Poki: https://developers.poki.com/
- Kongregate: BD@kongregate.com
Steam:
- Steamworks: https://partner.steamgames.com/
- Electron: https://www.electronjs.org/
- Greenworks: https://github.com/greenheartgames/greenworks
Code Library Recommendations
OAuth/SSO:
next-auth(already in use)passport-saml(for ClassLink SAML)@googleapis/classroom(official Google Classroom client)
Electron:
electron-builder(packaging)electron-updater(auto-updates)greenworks(Steamworks bridge)
Game Portal SDKs:
- CrazyGames SDK (provided)
- Poki SDK (provided)
- Kongregate API (provided)
Document End
For questions or updates to this roadmap, contact the development team.