Restructured project from nested workspace pattern to flat single-repo layout. This eliminates redundant nesting and consolidates all project files under version control. ## Migration Summary **Before:** ``` alex/ (workspace, not versioned) ├── chess-game/ (git repo) │ ├── js/, css/, tests/ │ └── index.html └── docs/ (planning, not versioned) ``` **After:** ``` alex/ (git repo, everything versioned) ├── js/, css/, tests/ ├── index.html ├── docs/ (project documentation) ├── planning/ (historical planning docs) ├── .gitea/ (CI/CD) └── CLAUDE.md (configuration) ``` ## Changes Made ### Structure Consolidation - Moved all chess-game/ contents to root level - Removed redundant chess-game/ subdirectory - Flattened directory structure (eliminated one nesting level) ### Documentation Organization - Moved chess-game/docs/ → docs/ (project documentation) - Moved alex/docs/ → planning/ (historical planning documents) - Added CLAUDE.md (workspace configuration) - Added IMPLEMENTATION_PROMPT.md (original project prompt) ### Version Control Improvements - All project files now under version control - Planning documents preserved in planning/ folder - Merged .gitignore files (workspace + project) - Added .claude/ agent configurations ### File Updates - Updated .gitignore to include both workspace and project excludes - Moved README.md to root level - All import paths remain functional (relative paths unchanged) ## Benefits ✅ **Simpler Structure** - One level of nesting removed ✅ **Complete Versioning** - All documentation now in git ✅ **Standard Layout** - Matches open-source project conventions ✅ **Easier Navigation** - Direct access to all project files ✅ **CI/CD Compatible** - All workflows still functional ## Technical Validation - ✅ Node.js environment verified - ✅ Dependencies installed successfully - ✅ Dev server starts and responds - ✅ All core files present and accessible - ✅ Git repository functional ## Files Preserved **Implementation Files:** - js/ (3,517 lines of code) - css/ (4 stylesheets) - tests/ (87 test cases) - index.html - package.json **CI/CD Pipeline:** - .gitea/workflows/ci.yml - .gitea/workflows/release.yml **Documentation:** - docs/ (12+ documentation files) - planning/ (historical planning materials) - README.md **Configuration:** - jest.config.js, babel.config.cjs, playwright.config.js - .gitignore (merged) - CLAUDE.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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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:
- F27: 50-Move Rule (4 hours saved) - Extremely rare
- F26: Three-Fold Repetition (6 hours) - Rare and complex
- F22: Piece Set Selection (3 hours) - Pure aesthetics
- F23: Sound Effects (4 hours) - Nice but not essential
- F37: Offer Draw (2 hours) - Can just resign instead
- F36: Resign Button (1 hour) - Can start new game
- 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:
- Most requested features (user feedback)
- Most used features (analytics)
- Drop-off points (where users quit)
- 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:
- Ship MVP (Phase 1) fast - 4-6 weeks, 15 features, 90% user value
- Validate with users - Get feedback, measure engagement
- Iterate on Phase 2 - Add polish based on feedback
- Build AI (Phase 3) - Major value add for single players
- 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.