# Feature Prioritization: HTML Chess Game ## Executive Summary **Total Features Identified**: 47 features across 5 phases **MVP Features**: 15 (must-have for playable game) **Phase 2 Features**: 12 (enhanced experience) **Phase 3 Features**: 10 (competitive product) **Phase 4+ Features**: 10 (market differentiation) --- ## 1. Feature Prioritization Framework ### Evaluation Criteria: | Criteria | Weight | Description | |----------|--------|-------------| | **User Value** | 35% | How much users benefit | | **Technical Complexity** | 25% | Implementation effort | | **Dependencies** | 20% | Blockers and prerequisites | | **Market Differentiation** | 10% | Competitive advantage | | **Risk Mitigation** | 10% | Reduces project risk | ### Priority Levels: - **P0 (CRITICAL)**: Must have for MVP - game is unplayable without this - **P1 (HIGH)**: Should have for MVP - significantly degrades experience without - **P2 (MEDIUM)**: Could have - nice enhancement but not critical - **P3 (LOW)**: Won't have initially - future consideration --- ## 2. MVP Features (Phase 1) - "Playable Chess Game" **Timeline**: 4-6 weeks | **Effort**: 40-50 hours | **User Value**: 90% ### 2.1 Core Game Mechanics (P0 - CRITICAL) #### F1: Chess Board Rendering **Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100 **Description**: Display 8x8 chess board with alternating colors and coordinates. **Acceptance Criteria**: - 8x8 grid with light/dark squares - Row numbers (1-8) and column letters (a-h) - Responsive sizing (fills container) - Clean visual design **Dependencies**: None **Blockers**: None **Justification**: Absolutely essential - cannot play chess without a board. --- #### F2: Piece Placement & Display **Priority**: P0 | **Effort**: 6 hours | **Value**: Critical | **Score**: 95/100 **Description**: Render all 32 chess pieces in starting positions. **Acceptance Criteria**: - All 32 pieces visible (16 white, 16 black) - Pieces distinguishable (King, Queen, Rook, Bishop, Knight, Pawn) - SVG or high-quality Unicode rendering - Pieces centered in squares **Dependencies**: F1 (Board Rendering) **Blockers**: None **Justification**: Cannot play without pieces. --- #### F3: Basic Move Execution **Priority**: P0 | **Effort**: 4 hours | **Value**: Critical | **Score**: 90/100 **Description**: Allow players to select and move pieces via click. **Acceptance Criteria**: - Click piece to select - Click destination to move - Visual indication of selected piece - Piece moves to new square **Dependencies**: F1, F2 **Blockers**: None **Justification**: Core interaction mechanism. --- #### F4: Move Validation (Basic Pieces) **Priority**: P0 | **Effort**: 12 hours | **Value**: Critical | **Score**: 95/100 **Description**: Validate moves for King, Queen, Rook, Bishop, Knight according to chess rules. **Acceptance Criteria**: - King moves 1 square any direction - Queen moves any number of squares in straight/diagonal lines - Rook moves any number of squares in straight lines - Bishop moves any number of squares diagonally - Knight moves in L-shape - Cannot move to square occupied by own piece - Cannot jump over pieces (except knight) **Dependencies**: F3 **Blockers**: None **Justification**: Game is broken if pieces move incorrectly. --- #### F5: Pawn Move Validation **Priority**: P0 | **Effort**: 6 hours | **Value**: Critical | **Score**: 90/100 **Description**: Implement pawn movement rules including promotion. **Acceptance Criteria**: - Move 1 square forward (if not blocked) - Move 2 squares forward from starting position - Capture diagonally forward - Promote to Queen/Rook/Bishop/Knight when reaching rank 8/1 - Cannot move backward **Dependencies**: F4 **Blockers**: None **Justification**: Pawn is unique and essential piece. --- #### F6: Turn Management **Priority**: P0 | **Effort**: 3 hours | **Value**: Critical | **Score**: 85/100 **Description**: Enforce turn-based gameplay (white moves first, then black, alternating). **Acceptance Criteria**: - White moves first - Players alternate turns - Cannot move opponent's pieces - Visual indication of whose turn it is **Dependencies**: F3 **Blockers**: None **Justification**: Fundamental to chess rules. --- #### F7: Capture Mechanics **Priority**: P0 | **Effort**: 4 hours | **Value**: Critical | **Score**: 90/100 **Description**: Allow pieces to capture opponent pieces. **Acceptance Criteria**: - Moving to square with opponent piece captures it - Captured piece removed from board - Captured pieces displayed separately (optional but nice) - Cannot capture own pieces **Dependencies**: F4, F5 **Blockers**: None **Justification**: Cannot win without capturing. --- #### F8: Check Detection **Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100 **Description**: Detect when king is under attack (in check). **Acceptance Criteria**: - Identify when king is threatened - Visual indication (highlight king in red) - Display "Check!" message - Cannot make move that leaves own king in check **Dependencies**: F4, F5, F7 **Blockers**: None **Justification**: Core chess rule - king cannot remain in check. --- #### F9: Checkmate Detection **Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100 **Description**: Detect when game is over (checkmate). **Acceptance Criteria**: - Identify when king is in check AND no legal moves exist - Display "Checkmate! [Color] wins!" message - Prevent further moves after checkmate - Highlight winning/losing position **Dependencies**: F8 **Blockers**: None **Justification**: Game cannot end properly without this. --- #### F10: Stalemate Detection **Priority**: P0 | **Effort**: 4 hours | **Value**: High | **Score**: 80/100 **Description**: Detect when game is drawn (stalemate). **Acceptance Criteria**: - Identify when player not in check but has no legal moves - Display "Stalemate! Draw!" message - End game properly **Dependencies**: F8, F9 **Blockers**: None **Justification**: Prevents incorrect wins/losses. --- ### 2.2 Essential UI Features (P0 - CRITICAL) #### F11: New Game Button **Priority**: P0 | **Effort**: 2 hours | **Value**: High | **Score**: 75/100 **Description**: Reset board to starting position. **Acceptance Criteria**: - Button clearly labeled "New Game" - Resets board to initial state - Confirmation dialog if game in progress - Resets turn to white **Dependencies**: None **Blockers**: None **Justification**: Must be able to start new games. --- #### F12: Undo Move **Priority**: P1 | **Effort**: 5 hours | **Value**: High | **Score**: 70/100 **Description**: Take back last move. **Acceptance Criteria**: - Undo button clearly visible - Restores previous board state - Reverses captures - Can undo multiple moves - Disabled at game start **Dependencies**: F3 (Move history tracking) **Blockers**: None **Justification**: Critical for learning and correcting mistakes. --- #### F13: Move Highlighting **Priority**: P1 | **Effort**: 4 hours | **Value**: High | **Score**: 75/100 **Description**: Show last move made for clarity. **Acceptance Criteria**: - Highlight source and destination squares - Different color than selection highlight - Updates after each move - Clear visual distinction **Dependencies**: F3 **Blockers**: None **Justification**: Essential for tracking game flow. --- #### F14: Legal Move Indicators **Priority**: P1 | **Effort**: 5 hours | **Value**: High | **Score**: 80/100 **Description**: Show where selected piece can move. **Acceptance Criteria**: - Display dots/highlights on legal squares - Update when piece selected - Clear when piece deselected - Different visual for captures vs moves **Dependencies**: F4, F5 **Blockers**: None **Justification**: Greatly improves user experience and learning. --- #### F15: Game Status Display **Priority**: P0 | **Effort**: 3 hours | **Value**: Medium | **Score**: 70/100 **Description**: Show current game state (turn, check, checkmate, etc.). **Acceptance Criteria**: - "White to move" / "Black to move" - "Check!" when in check - "Checkmate!" when game over - "Stalemate!" for draws - Clearly visible and readable **Dependencies**: F6, F8, F9, F10 **Blockers**: None **Justification**: Players need to know game state. --- ## 3. Phase 2 Features - "Enhanced Experience" **Timeline**: 2-3 weeks | **Effort**: 25-35 hours | **User Value**: 20% additional ### 3.1 Advanced Move Rules (P1 - HIGH) #### F16: Castling **Priority**: P1 | **Effort**: 8 hours | **Value**: High | **Score**: 75/100 **Description**: Implement castling (kingside and queenside). **Acceptance Criteria**: - King and rook haven't moved - No pieces between king and rook - King not in check, doesn't pass through check, doesn't end in check - King moves 2 squares, rook jumps over - Works for both sides **Dependencies**: F4 (Move history required) **Blockers**: None **Justification**: Important strategic move, frequently used. **Deferrable**: Yes - game playable without, but diminishes strategic depth. --- #### F17: En Passant **Priority**: P1 | **Effort**: 6 hours | **Value**: Medium | **Score**: 65/100 **Description**: Implement en passant capture for pawns. **Acceptance Criteria**: - Works only immediately after opponent pawn moves 2 squares - Pawn captures as if opponent moved 1 square - Removes captured pawn correctly - Only available for one move **Dependencies**: F5 (Pawn moves, move history) **Blockers**: None **Justification**: Completes chess rules, but rare in practice. **Deferrable**: Yes - 95% of games don't use this. --- ### 3.2 UI Enhancements (P1 - HIGH) #### F18: Drag and Drop **Priority**: P1 | **Effort**: 8 hours | **Value**: High | **Score**: 70/100 **Description**: Allow dragging pieces instead of click-to-select. **Acceptance Criteria**: - Click and hold to drag piece - Visual preview during drag - Snap to square on drop - Cancel on drag outside board - Works on desktop and mobile **Dependencies**: F3 **Blockers**: None **Justification**: Intuitive interaction, expected by users. **Deferrable**: Yes - click-to-select works, but less polished. --- #### F19: Move Animations **Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100 **Description**: Smooth piece movement animations. **Acceptance Criteria**: - Pieces glide to destination (300ms) - 60fps animation - Optional (can disable in settings) - Doesn't block UI **Dependencies**: F3 **Blockers**: None **Justification**: Polish feature, improves feel but not function. **Deferrable**: Yes - instant moves are functional. --- #### F20: Move History List **Priority**: P1 | **Effort**: 6 hours | **Value**: Medium-High | **Score**: 68/100 **Description**: Display list of moves in algebraic notation. **Acceptance Criteria**: - Show all moves in chronological order - Algebraic notation (e4, Nf3, O-O, etc.) - Click move to jump to that position - Highlight current move - Scrollable list **Dependencies**: F3 **Blockers**: None **Justification**: Useful for reviewing game, standard in chess apps. **Deferrable**: Yes - can play without, but diminishes experience. --- #### F21: Board Themes **Priority**: P2 | **Effort**: 4 hours | **Value**: Low-Medium | **Score**: 50/100 **Description**: Multiple color schemes for board. **Acceptance Criteria**: - 3+ themes (Classic brown, Blue, Green, etc.) - Easy to switch in settings - Persists across sessions - High contrast for accessibility **Dependencies**: F1 **Blockers**: None **Justification**: Personalization, accessibility, but purely aesthetic. **Deferrable**: Yes - nice to have, not essential. --- #### F22: Piece Set Selection **Priority**: P2 | **Effort**: 3 hours | **Value**: Low | **Score**: 45/100 **Description**: Multiple piece designs. **Acceptance Criteria**: - 2+ piece sets (Classic, Modern, etc.) - Clearly distinguishable - Settings toggle **Dependencies**: F2 **Blockers**: None **Justification**: Personalization only. **Deferrable**: Yes - can ship with one set. --- #### F23: Sound Effects **Priority**: P2 | **Effort**: 4 hours | **Value**: Medium | **Score**: 55/100 **Description**: Audio feedback for moves, captures, check. **Acceptance Criteria**: - Move sound - Capture sound - Check sound - Checkmate sound - Mute toggle - Not annoying **Dependencies**: F3, F7, F8 **Blockers**: None **Justification**: Enhances feel but not essential. **Deferrable**: Yes - functional without sound. --- #### F24: Flip Board Button **Priority**: P2 | **Effort**: 2 hours | **Value**: Medium | **Score**: 55/100 **Description**: Rotate board 180 degrees. **Acceptance Criteria**: - Button to flip perspective - Smooth animation (optional) - Useful for over-the-board play - Doesn't affect game state **Dependencies**: F1 **Blockers**: None **Justification**: Nice for two players on one device. **Deferrable**: Yes - can manually view from other side. --- ### 3.3 Draw Conditions (P2 - MEDIUM) #### F25: Insufficient Material Draw **Priority**: P2 | **Effort**: 3 hours | **Value**: Medium | **Score**: 60/100 **Description**: Detect automatic draw (e.g., K vs K, K+B vs K). **Acceptance Criteria**: - King vs King - King + Bishop vs King - King + Knight vs King - Display "Draw - Insufficient Material" **Dependencies**: F9, F10 **Blockers**: None **Justification**: Proper rule enforcement, but rare. **Deferrable**: Yes - players can agree to draw. --- #### F26: Three-Fold Repetition **Priority**: P2 | **Effort**: 6 hours | **Value**: Low-Medium | **Score**: 50/100 **Description**: Detect when same position occurs 3 times. **Acceptance Criteria**: - Track position hashes - Detect repetition - Offer draw (not automatic) - Display "Draw available (repetition)" **Dependencies**: F3 (Move history) **Blockers**: None **Justification**: Proper rules, but rare and complex. **Deferrable**: Yes - rare in casual games. --- #### F27: 50-Move Rule **Priority**: P2 | **Effort**: 4 hours | **Value**: Low | **Score**: 45/100 **Description**: Draw if 50 moves without capture or pawn move. **Acceptance Criteria**: - Track move count - Reset on captures/pawn moves - Offer draw at 50 moves - Display "Draw available (50-move rule)" **Dependencies**: F3, F5, F7 **Blockers**: None **Justification**: Complete rules, but very rare. **Deferrable**: Yes - unlikely in most games. --- ## 4. Phase 3 Features - "AI & Competition" **Timeline**: 3-4 weeks | **Effort**: 30-40 hours | **User Value**: 25% additional ### 4.1 AI Opponent (P1 - HIGH) #### F28: Basic AI (Easy Difficulty) **Priority**: P1 | **Effort**: 15 hours | **Value**: Very High | **Score**: 85/100 **Description**: Computer opponent with beginner-level play. **Acceptance Criteria**: - Minimax algorithm depth 3-4 - Makes legal moves - Response time < 1s - Beatable by beginners - Some random moves for variety **Dependencies**: All Phase 1 features **Blockers**: None **Justification**: **Major feature** - enables single-player mode. **Deferrable**: Only if targeting two-player only initially. --- #### F29: Intermediate AI **Priority**: P2 | **Effort**: 8 hours | **Value**: High | **Score**: 75/100 **Description**: More challenging AI opponent. **Acceptance Criteria**: - Minimax depth 5-6 - Alpha-beta pruning - Better position evaluation - Response time < 2s - Challenging for casual players **Dependencies**: F28 **Blockers**: None **Justification**: Expands user base to intermediate players. **Deferrable**: Yes - can ship with easy AI first. --- #### F30: Hard AI **Priority**: P3 | **Effort**: 12 hours | **Value**: Medium | **Score**: 60/100 **Description**: Expert-level AI opponent. **Acceptance Criteria**: - Minimax depth 7+ - Transposition tables - Opening book - Response time < 5s - Very challenging **Dependencies**: F29 **Blockers**: None **Justification**: Nice for advanced players, but niche. **Deferrable**: Yes - most users won't need this. --- #### F31: Difficulty Selector **Priority**: P1 | **Effort**: 2 hours | **Value**: High | **Score**: 70/100 **Description**: UI to choose AI difficulty. **Acceptance Criteria**: - Easy/Medium/Hard buttons - Visual indication of current level - Can change between games - Default to Easy **Dependencies**: F28, F29 **Blockers**: None **Justification**: Essential if multiple AI levels exist. **Deferrable**: No - if AI feature is present. --- ### 4.2 Game Management (P2 - MEDIUM) #### F32: Player Name Entry **Priority**: P2 | **Effort**: 2 hours | **Value**: Low-Medium | **Score**: 50/100 **Description**: Allow players to enter names. **Acceptance Criteria**: - Input fields for white/black names - Display in game UI - Persists during session - Default to "White" / "Black" **Dependencies**: None **Blockers**: None **Justification**: Personalization, but low priority. **Deferrable**: Yes. --- #### F33: Game Save/Load **Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100 **Description**: Save game to resume later. **Acceptance Criteria**: - Save current position to localStorage - Load saved game - Multiple save slots (optional) - Auto-save on close (optional) **Dependencies**: F3 (Game state) **Blockers**: None **Justification**: Useful for long games, but can play in one session. **Deferrable**: Yes. --- #### F34: PGN Export **Priority**: P2 | **Effort**: 5 hours | **Value**: Medium-High | **Score**: 65/100 **Description**: Export game in standard PGN format. **Acceptance Criteria**: - Generate valid PGN - Download as .pgn file - Include metadata (players, date, result) - Can import into other chess software **Dependencies**: F20 (Move history) **Blockers**: None **Justification**: Useful for analysis and sharing. **Deferrable**: Yes - can copy move list manually. --- #### F35: PGN Import **Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100 **Description**: Load game from PGN file. **Acceptance Criteria**: - Parse PGN format - Load position and move history - Handle variations (optional) - Validate PGN syntax **Dependencies**: F34 **Blockers**: None **Justification**: Nice for replaying famous games. **Deferrable**: Yes - niche feature. --- #### F36: Resign Button **Priority**: P2 | **Effort**: 1 hour | **Value**: Low-Medium | **Score**: 50/100 **Description**: Allow player to concede. **Acceptance Criteria**: - "Resign" button - Confirmation dialog - Ends game correctly - Display "[Color] resigned" **Dependencies**: F9 (Game end logic) **Blockers**: None **Justification**: Proper etiquette, but can just start new game. **Deferrable**: Yes. --- #### F37: Offer Draw Button **Priority**: P2 | **Effort**: 2 hours | **Value**: Low | **Score**: 45/100 **Description**: Propose draw to opponent. **Acceptance Criteria**: - "Offer Draw" button - Opponent can accept/decline - Ends game if accepted - Display "Draw by agreement" **Dependencies**: F10 (Draw logic) **Blockers**: None **Justification**: Etiquette feature, low priority. **Deferrable**: Yes. --- ## 5. Phase 4 Features - "Advanced & Analytics" **Timeline**: 2-3 weeks | **Effort**: 20-30 hours | **User Value**: 10% additional ### 5.1 Time Controls (P2 - MEDIUM) #### F38: Move Timer **Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100 **Description**: Count time per move. **Acceptance Criteria**: - Display time for current move - Pause when not player's turn - Reset on move - Visual countdown **Dependencies**: F6 (Turn management) **Blockers**: None **Justification**: Adds urgency, but not standard for casual play. **Deferrable**: Yes. --- #### F39: Game Timer (Chess Clock) **Priority**: P2 | **Effort**: 8 hours | **Value**: Medium-High | **Score**: 65/100 **Description**: Chess clock with time controls (5+3, 10+0, etc.). **Acceptance Criteria**: - Configurable time (5min, 10min, 15min, etc.) - Optional increment per move - Time runs down during turn - Lose on timeout - Pause/resume **Dependencies**: F38 **Blockers**: None **Justification**: Popular in online chess, adds competitive element. **Deferrable**: Yes - casual games don't need time limits. --- ### 5.2 Analysis Features (P3 - LOW) #### F40: Move Hints **Priority**: P3 | **Effort**: 5 hours | **Value**: Medium | **Score**: 55/100 **Description**: AI suggests best move. **Acceptance Criteria**: - "Hint" button - Highlights recommended move - Doesn't auto-play - Can toggle on/off - Limited uses (optional) **Dependencies**: F28 (AI engine) **Blockers**: None **Justification**: Helpful for learning, but can make game too easy. **Deferrable**: Yes. --- #### F41: Move Evaluation Bar **Priority**: P3 | **Effort**: 4 hours | **Value**: Medium | **Score**: 50/100 **Description**: Show position evaluation (+2.5 for white, etc.). **Acceptance Criteria**: - Vertical bar showing advantage - Updates after each move - Positive = white advantage, negative = black - Optional (can hide) **Dependencies**: F28 (Evaluation function) **Blockers**: None **Justification**: Advanced feature, intimidating for beginners. **Deferrable**: Yes - analysis feature, not core gameplay. --- #### F42: Move Annotations **Priority**: P3 | **Effort**: 5 hours | **Value**: Low-Medium | **Score**: 45/100 **Description**: Mark moves as brilliant (!), good, mistake (?), blunder (??). **Acceptance Criteria**: - Analyze moves after game - Display symbols in move list - Explain why (optional) - Export in PGN **Dependencies**: F20, F28 **Blockers**: None **Justification**: Post-game analysis, not needed during play. **Deferrable**: Yes. --- ## 6. Phase 5+ Features - "Market Differentiation" **Timeline**: Future releases | **Effort**: 50+ hours | **User Value**: Variable ### 6.1 Online Features (P3 - FUTURE) #### F43: Online Multiplayer **Priority**: P3 | **Effort**: 40+ hours | **Value**: Very High | **Score**: 70/100 **Description**: Play against other humans online. **Acceptance Criteria**: - WebSocket real-time communication - Matchmaking system - Handle disconnections - Reconnect to games - Spectator mode (optional) **Dependencies**: Backend server, user accounts **Blockers**: Requires significant backend infrastructure **Justification**: **Massive feature** - completely changes scope. Essentially a different product. **Deferrable**: Yes - focus on single-device multiplayer first. --- #### F44: User Accounts **Priority**: P3 | **Effort**: 20+ hours | **Value**: Medium | **Score**: 55/100 **Description**: Sign up, login, save progress. **Acceptance Criteria**: - Registration/login - Password reset - Profile page - Game history saved to account - OAuth (optional) **Dependencies**: Backend server, database **Blockers**: Requires backend infrastructure **Justification**: Needed for online features, but not for local play. **Deferrable**: Yes - localStorage sufficient for local games. --- #### F45: ELO Rating System **Priority**: P3 | **Effort**: 10 hours | **Value**: Medium | **Score**: 50/100 **Description**: Track player skill rating. **Acceptance Criteria**: - Calculate ELO after each game - Display rating - Matchmaking based on rating - Rating history **Dependencies**: F43, F44 **Blockers**: Only meaningful with online play **Justification**: Competitive feature for online play only. **Deferrable**: Yes. --- ### 6.2 Learning Features (P3 - FUTURE) #### F46: Puzzle Mode **Priority**: P3 | **Effort**: 15 hours | **Value**: High | **Score**: 65/100 **Description**: Tactical puzzles to solve. **Acceptance Criteria**: - Database of puzzles - "Find the best move" challenge - Feedback on solution - Difficulty levels - Progress tracking **Dependencies**: Puzzle database **Blockers**: Requires content creation **Justification**: Great for learning, but separate from core game. **Deferrable**: Yes - different product mode. --- #### F47: Opening Explorer **Priority**: P3 | **Effort**: 12 hours | **Value**: Medium | **Score**: 50/100 **Description**: Show common opening moves and statistics. **Acceptance Criteria**: - Display opening name - Show popular continuations - Win/loss statistics - Master games database (optional) **Dependencies**: Opening database **Blockers**: Requires large dataset **Justification**: Advanced feature for serious players. **Deferrable**: Yes - niche audience. --- ## 7. Feature Priority Summary ### By Phase: | Phase | Features | Effort (hours) | User Value | Cumulative Users | |-------|---------|----------------|-----------|------------------| | **Phase 1 (MVP)** | 15 | 40-50 | 90% | 60% satisfied | | **Phase 2 (Enhanced)** | 12 | 25-35 | +20% | 85% satisfied | | **Phase 3 (AI)** | 10 | 30-40 | +25% | 95% satisfied | | **Phase 4 (Advanced)** | 6 | 20-30 | +10% | 98% satisfied | | **Phase 5+ (Future)** | 4 | 50+ | Variable | Market expansion | ### By Priority: | Priority | Count | Total Effort | Description | |----------|-------|-------------|-------------| | **P0 (CRITICAL)** | 13 | 55-65 hours | Unplayable without | | **P1 (HIGH)** | 12 | 45-55 hours | Significantly degrades UX | | **P2 (MEDIUM)** | 16 | 60-75 hours | Nice enhancements | | **P3 (LOW)** | 6 | 80-100 hours | Future consideration | --- ## 8. Recommended Roadmap ### Milestone 1: Playable Game (Week 4-6) **Features**: F1-F15 (MVP) **Deliverable**: Two-player chess game with all rules **Success Metric**: Can play complete game end-to-end ### Milestone 2: Polished Experience (Week 8-10) **Features**: F16-F27 (Enhanced) **Deliverable**: Smooth UI, special moves, draw conditions **Success Metric**: 90% user satisfaction, no major UX complaints ### Milestone 3: AI Opponent (Week 11-14) **Features**: F28-F37 (AI & Management) **Deliverable**: Single-player mode with difficulty levels **Success Metric**: 80% of users engage with AI mode ### Milestone 4: Competitive Features (Week 15-17) **Features**: F38-F42 (Time controls, Analysis) **Deliverable**: Timer modes, analysis tools **Success Metric**: 50% of users try timer mode ### Milestone 5: Future Expansion (TBD) **Features**: F43-F47 (Online, Learning) **Deliverable**: Online multiplayer, puzzles, ratings **Success Metric**: Market differentiation, user retention --- ## 9. Feature Cut Recommendations ### If Timeline is Tight, CUT First: 1. **F27: 50-Move Rule** (4 hours saved) - Extremely rare 2. **F26: Three-Fold Repetition** (6 hours) - Rare and complex 3. **F22: Piece Set Selection** (3 hours) - Pure aesthetics 4. **F23: Sound Effects** (4 hours) - Nice but not essential 5. **F37: Offer Draw** (2 hours) - Can just resign instead 6. **F36: Resign Button** (1 hour) - Can start new game 7. **F25: Insufficient Material Draw** (3 hours) - Obvious to players **Total Time Saved**: 23 hours (reduces Phase 2 from 35 to 12 hours) ### If Targeting MVP Only: **Include**: F1-F10 (Core mechanics + Checkmate/Stalemate) **Defer**: F11-F15 to Phase 2 if absolutely necessary **Result**: 45-hour MVP instead of 55-hour MVP --- ## 10. Feature Expansion Strategy ### User-Driven Prioritization: After launching MVP, collect data on: 1. Most requested features (user feedback) 2. Most used features (analytics) 3. Drop-off points (where users quit) 4. Competitive gaps (what competitors have) ### A/B Testing Candidates: - **F18: Drag-and-drop vs click-to-select** - Which do users prefer? - **F19: Animations on/off by default** - Impact on engagement? - **F21: Board themes** - Do users customize or use default? - **F23: Sound effects** - Increase/decrease session length? --- ## 11. Market Positioning Matrix ### Feature Comparison with Competitors: | Feature | Our MVP | Lichess | Chess.com | Market Importance | |---------|---------|---------|-----------|------------------| | Two-player local | ✅ | ✅ | ✅ | Critical | | AI opponent | 🔲 Phase 3 | ✅ | ✅ | Very High | | Online multiplayer | ❌ Future | ✅ | ✅ | High | | Move analysis | 🔲 Phase 4 | ✅ | ✅ (Premium) | Medium | | Puzzles | ❌ Future | ✅ | ✅ | Medium | | Mobile app | ❌ Future | ✅ | ✅ | High | | **Simple HTML game** | ✅ | ❌ | ❌ | **Our Niche** | ### Positioning: - **Lichess/Chess.com**: Full-featured online platforms - **Our Product**: Lightweight, no-account, local-first chess game **Competitive Advantage**: Simplicity, privacy, offline play, no registration required. --- ## 12. Success Metrics by Phase ### Phase 1 (MVP): - [ ] 100% of chess rules implemented correctly - [ ] 0 game-breaking bugs in testing - [ ] <2s load time - [ ] Can complete full game in <5 minutes ### Phase 2 (Enhanced): - [ ] 90% user satisfaction score - [ ] <3 UI/UX complaints per 100 users - [ ] 60fps on desktop, 30fps on mobile - [ ] 50% of users try drag-and-drop ### Phase 3 (AI): - [ ] AI responds in <1s (easy), <2s (medium) - [ ] 70% of users play vs AI at least once - [ ] 30% play multiple AI games - [ ] AI difficulty progression feels smooth ### Phase 4 (Advanced): - [ ] 20% of users try time controls - [ ] 10% use analysis features - [ ] 5% export PGN - [ ] Power users play 10+ games --- ## Conclusion **Recommended Strategy**: 1. **Ship MVP (Phase 1) fast** - 4-6 weeks, 15 features, 90% user value 2. **Validate with users** - Get feedback, measure engagement 3. **Iterate on Phase 2** - Add polish based on feedback 4. **Build AI (Phase 3)** - Major value add for single players 5. **Evaluate Phase 4+** - Data-driven decisions on advanced features **Key Insight**: - 15 features (Phase 1) = 90% of user value - 27 features (Phases 1-2) = 95% of user value - Diminishing returns after Phase 3 **Focus on nailing the core experience** rather than feature bloat. Simple, fast, correct chess is better than complex, slow, buggy chess. **Don't build online multiplayer unless validated** - it's a 3-5x scope increase and changes the entire product.