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When to use tickcli

tickcli is a live-session engine for small games: one player’s browser (the host) runs the rules, the hub keeps the shared state, membership and order. That shape decides where it fits.

  • Party and co-op games, tag, races, casual shooters, team battles, dungeon crawlers.
  • Turn and board games with people watching (seats), knockout tournaments (cups).
  • Games written in one HTML file, by a person or an AI, that must work without a server deploy per game.
  • Live presence in any app: cursors, who is here, small shared toys (see Neon Paint).
You need Why tickcli is wrong Use instead
Precise competitive shooters The host is a player’s browser; there is no server-side physics, lag compensation or rollback A server-authoritative engine with prediction (for example Colyseus)
Collaborative documents, whiteboards, kanban Last write wins per key, 64 KB of shared state, no history, undo or offline merge A CRDT such as Yjs with a server such as Hocuspocus (both MIT); tickcli can still carry the live cursors
Big persistent worlds One room at a time plays a saved world of up to 64 KB A game backend with a database
Anything that must not be cheated Whoever is host could change the rules on their machine Server-side rules
tickcli Colyseus Playroom Kit
Where the rules run the host player’s browser your server code the host player’s browser
Server one generic hub, no game code a Node server you program per game hosted
License MIT MIT not stated in its npm metadata
Engines any (shell, three.js mode, headless) tutorials for Phaser, PixiJS, Babylon, Kaplay, three.js, PlayCanvas docs for PixiJS and three.js

Sources: Colyseus docs, Colyseus + Phaser tutorial, Playroom Kit docs, npm registry metadata (checked 2026-11-13).