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Beat Jev

A penalty shootout against Jev, on Render Workflows and Postgres.

ojusave/beat-jevREADME ↗
# Beat Jev

A penalty shootout against TypeSafe Jev. Take turns shooting and keeping goal. One **Render Workflows** task owns the match, with scores saved in **Render Postgres**.

| Example    | Code and deploy                                                                                | Play                                                                                                           |
| ---------- | ---------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------- |
| TypeScript | <a href="typescript/README.md" target="_blank" rel="noopener noreferrer">TypeScript README</a> | <a href="https://beat-jev-typescript-web.onrender.com" target="_blank" rel="noopener noreferrer">Live game</a> |
| Python     | <a href="python/README.md" target="_blank" rel="noopener noreferrer">Python README</a>         | <a href="https://beat-jev-python-web.onrender.com" target="_blank" rel="noopener noreferrer">Live game</a>     |

Each example deploys its own web service, workflow, and paid Postgres database. They share the 3D frontend and game rules.

<a href="docs/architecture.md" target="_blank" rel="noopener noreferrer">How it works</a> · <a href="https://github.com/ojusave/route-lab" target="_blank" rel="noopener noreferrer">Related demo: Route Lab</a>

## Retrying a game start

The web service saves one Workflow run per match. If Render accepts the start but the reply is lost, both language examples reuse a key derived from that match to recover the original run. A new match gets a different key even when the player name is unchanged. The database lock and stored run ID remain in place.

Render deduplicates a key for 24 hours with

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