chess/docs/analysis/feature-prioritization.md
Christoph Wagner 5ad0700b41 refactor: Consolidate repository structure - flatten from workspace pattern
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>
2025-11-23 10:05:26 +01:00

29 KiB

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.


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

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.