soroban-abacus-flashcards/apps/web/.claude/PLATFORM_INTEGRATION_ROADMA...

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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:

  1. Google Classroom Integration - Direct access to teachers and students
  2. Clever/ClassLink SSO - K-12 institution single sign-on (massive reach)
  3. Game Distribution Portals - CrazyGames, Poki, Kongregate (casual player discovery)
  4. 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:

  1. Set up GCP project and enable Classroom API
  2. Implement OAuth 2.0 "Sign in with Google" flow
  3. Add Classroom scope permissions (classroom.courses.readonly, classroom.rosters.readonly)
  4. Create user account mapping (Google ID → Internal User ID)
  5. 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:

  1. Build UI for teachers to import Classroom rosters
  2. Implement Courses API integration (list teacher's classes)
  3. Create room auto-provisioning from class data
  4. Set up automatic roster synchronization (daily sync)
  5. Handle student account creation/deactivation
  6. 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:

  1. Build "Assign to Classroom" feature for game rooms
  2. Implement Coursework API integration
  3. Create assignment templates for each game type
  4. Build grade sync (game scores → Classroom grades)
  5. Add completion tracking and submission API integration
  6. 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:

  1. Add "Share Turn" notifications (via Classroom API announcements)
  2. Implement progress tracking dashboard
  3. Create teacher resource library (lesson plans, tutorials)
  4. Add student portfolio (history of games played)
  5. Build reporting exports (CSV, PDF)
  6. 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

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:

  1. Register as Clever developer (dev.clever.com)
  2. Implement OAuth 2.0 authorization grant flow
  3. Add "Log in with Clever" button
  4. Integrate Clever Data API v3.1
    • Districts API
    • Schools API
    • Students/Teachers API
    • Sections API (classes)
  5. Build user account mapping (Clever ID → Internal ID)
  6. Create development environment with sandbox district
  7. Implement district admin dashboard
  8. Apply for District SSO certification

API Scopes Required:

  • read:district_admins_basic
  • read:school_admins_basic
  • read:students_basic
  • read:teachers_basic
  • read:user_id
  • read: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)

Tasks:

  1. Set up SAML 2.0 service provider
  2. Register with ClassLink SSO Library
  3. Implement SAML authentication flow
  4. Add "Log in with ClassLink" button
  5. Integrate OneRoster API for roster sync
  6. Build automated roster update system
  7. Create ClassLink admin dashboard
  8. 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:

  1. Implement shared device support (session override)
  2. Add UTF-8 character support for names
  3. Build district admin analytics dashboard
  4. Create automated onboarding emails for admins
  5. Add Clever/ClassLink badge to marketing site
  6. 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-saml for 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:

  1. CrazyGames: Open platform, 35M+ monthly users, SDK monetization
  2. Poki: Curated platform, 50M+ monthly users, 50/50 revenue share, web exclusivity
  3. 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:

  1. Audit current build sizes (check all games)
  2. Implement code splitting and lazy loading
  3. Optimize assets (image compression, audio formats)
  4. Create lightweight "portal build" configuration
  5. Build asset CDN strategy
  6. Implement progress save system (if not present)
  7. Add mobile detection and responsive layouts
  8. 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:

  1. Register at CrazyGames developer portal
  2. Integrate CrazyGames SDK
    • Ad placements (banner, interstitial, rewarded)
    • Game analytics
    • User progression tracking
  3. Submit best-performing games:
    • Matching Pairs Battle (most casual-friendly)
    • Complement Race (fast-paced)
    • Card Sorting (quick sessions)
  4. Create game pages with descriptions/screenshots
  5. Pass technical review and QA
  6. 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:

  1. Submit application via Poki game submission form
  2. Wait for curator review (2-4 weeks)
  3. If approved, integrate Poki SDK
    • Ad integration (Poki manages monetization)
    • Analytics tracking
    • Commerce API (if applicable)
  4. Agree to web exclusivity terms
  5. Optimize games to <8MB initial load (critical!)
  6. Remove any competing monetization UI
  7. Submit games for final review
  8. 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:

  1. Email BD@kongregate.com with game portfolio
  2. Prepare pitch deck:
    • Game trailers/screenshots
    • Unique value proposition (abacus education + multiplayer)
    • Target audience data
    • Existing player metrics
  3. Wait for response (varies)
  4. If approved, integrate Kongregate API
    • Stats and achievements (badges)
    • Optional: Kreds integration
  5. Submit games for review
  6. 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):

  1. Matching Pairs Battle - Most casual-friendly, clear mechanics
  2. 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:

  1. Electron (most common for web games)

    • Pros: Easy conversion, full Chromium
    • Cons: Large file size (~100-200MB), memory intensive
  2. Tauri (modern alternative)

    • Pros: Lightweight (~10MB), uses system WebView
    • Cons: Newer, less Steam integration examples
  3. 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:

  1. Set up Electron project
  2. Package Next.js app for Electron
  3. Configure build pipeline:
    • Windows (x64)
    • macOS (Apple Silicon + Intel)
    • Linux (x64)
  4. Handle offline mode and local Socket.io server
  5. Implement native window controls
  6. Add auto-updater support
  7. Test on all platforms
  8. 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:

  1. Register as Steamworks developer (pay $100 fee)
  2. Create Steam app page
  3. Integrate Steamworks SDK:
    • Install Greenworks (Electron + Steamworks bridge)
    • Implement Steam Authentication
    • Replace internal auth with Steam accounts
  4. Build achievement system:
    • Define 20-30 achievements per game
    • Integrate Steamworks Achievements API
    • Create achievement icons (64x64px)
  5. Implement Steam Leaderboards:
    • Per-game leaderboards
    • Global cross-game leaderboard
  6. Add Steam Cloud saves:
    • Sync game progress across devices
    • Handle conflict resolution
  7. Integrate Steam Friends API:
    • "Invite friend to game room" button
    • Show online friends in lobby
  8. 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:

  1. 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
  2. Write compelling marketing copy
  3. Create game trailer (video editing)
  4. Design Steam library assets
  5. Set up community hub
  6. Configure Steam tags:
    • Education, Strategy, Multiplayer, Casual, Math, Board Game
  7. 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:

  1. Upload build to Steamworks
  2. Set release date (2+ weeks out)
  3. Make store page public
  4. Submit for Steam review (1-5 days)
  5. Address any review feedback
  6. Prepare launch marketing:
    • Email existing users
    • Social media campaign
    • Press outreach
    • Reddit/forum posts
    • Product Hunt launch
  7. Launch on Steam
  8. Monitor reviews and feedback
  9. Respond to community
  10. 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:

  1. Premium ($9.99-14.99): Full game bundle with Steam features
  2. Freemium: Free base + DLC for premium games
  3. 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

  1. Rithmomachia Focus: "Play the 1,000-year-old medieval chess"
  2. Educational Value: "Math learning disguised as strategy gaming"
  3. Multiplayer Fun: "Challenge friends in mathematical duels"
  4. Historical Gaming: "Rediscover forgotten board games"
  5. 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

Phase A: Quick Wins (First 3 months)

  1. Google Classroom - Phase 1 (OAuth/SSO) - Immediate teacher value
  2. CrazyGames submission - Fast player discovery
  3. 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

  1. Privacy Compliance (COPPA, FERPA, GDPR)

    • Impact: Critical (could block educational adoption)
    • Mitigation: Legal review, implement consent systems, privacy policy updates
  2. Platform Rejection (Poki, Kongregate)

    • Impact: High (wasted development time)
    • Mitigation: Apply early, start with less selective platforms, gather metrics
  3. Low Adoption/Sales

    • Impact: High (ROI concern)
    • Mitigation: Strong marketing, community building, teacher outreach
  4. Technical Integration Complexity

    • Impact: Medium (timeline delays)
    • Mitigation: Use established libraries, start simple, iterate
  5. 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)

  1. Decide on priority order - Which platform to tackle first?
  2. Set up project tracking - Dedicate repository/board for integration work
  3. Legal review - Review privacy policy and terms for educational compliance
  4. Create developer accounts:
    • Google Cloud Platform
    • Clever Developer Portal
    • CrazyGames Developer Portal
    • Poki submission prep
  5. 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

Google Classroom:

Clever:

ClassLink:

Game Portals:

Steam:

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.