Gaming framework taking care of the on-chain / off-chain communication balance
On-chain game development is hard - deciding what exactly goes on-chain, how to keep the game cheat-proof and secure when organizing off-chain game client communication - none of that has a textbook page of its own. Many devs struggle with these issues instead of working on their game logic.
GameJutsu handles those notorious problems and helps developers to channel their energy into their actual game.
Most of the communication between game clients happens through game-specific state channels, non-frequently anchored in on-chain contracts, a bit like hybrid voting in DAOs works - everything is signed by players' private keys and transferred off-chain,
with the option to verify the signatures in a contract. Mind, that does not mean signing every game move with your Metamask - GameJutsu has a special sort of magic for that as well!
Polygon EPNS ENS Sismo
We built a framework to make on-chain game creation a lot easier. It makes use of state channels and highly formalized game rules definitions EIP-712 signatures for off-chain game state updates session keys to allow users skip sigining every move with their wallets GameJutsu is partially based on the Magmo's ForceMove whitepaper, and it's aiming at being more developer-friendly and easier to use. ForceMove is a great protocol, it's all science-like and strict - i.e. it's hard to make a mistake and use it in a wrong way, but also it is harder to start using ForceMove for a less prepared programmer. GameJutsu is a bit more flexible and allows for more freedom in client-to-arbiter communication, and presumably requires less sophisticated code in game definition.