Pipeline Panic

A puzzle game about connecting nodes. Can you teach CI/CD pipeline concepts through play without the tutorial feeling like documentation?

Pipeline Panic preview
The board: typed nodes (source, build, test, deploy) dragged from the palette and wired into a pipeline, with live objectives, CPU and memory budgets, and a terminal that logs each step as you build.
The board: typed nodes (source, build, test, deploy) dragged from the palette and wired into a pipeline, with live objectives, CPU and memory budgets, and a terminal that logs each step as you build.

About this project

Game DevEducationalUI/UX DesignRecursion
I built this primarily to practice designing guided tutorial systems for a complex UI. The hard part was the hint system: it has to detect where a player is stuck and surface guidance calibrated to the chosen difficulty, enough to unblock them and no more.
  • Signal-driven reactivity across 35 component fields, with race-guarded canvas init and 0-dim render skipping
  • WCAG 2.5.5 touch targets, prefers-reduced-motion respected, focus-trap directive on three modal surfaces
  • Auto-save warning banner that distinguishes QuotaExceededError from generic storage failures
  • 19 services and 6 child components, each spec-covered
  • Visual programming interface that exports valid YAML, which is where I worked out how to design the progressive hint system
Pipeline Panic screenshot 1