Classroom Prototype for Idle Management § Paper Trading Game
Budget / Salary$1,500–3,000
TypeFreelance project
LocationRemote
Posted1 hour ago
Yomama Investments
YOMAMA Investments is an existing single-player web prototype: a Bloomberg-style retail "terminal" wrapped around a playful economy game (buildings, production, marketplace) and a paper-trading engine. It is plain HTML/CSS/JS with no build step; all state lives in browser localStorage under one hardcoded account.
The job: turn this into a working classroom prototype for ~30 high school students playing simultaneously, run by a teacher, with a two-act game loop:
Act 1 — Students play the existing buildings/production/marketplace economy to earn in-game cash. This teaches earning, costs, and opportunity cost. Works as a classic idle management/economic simulation game.
Act 2 —Reaching a cash or level threshold unlocks the trading floor. Students invest the capital they earned into a paper-trading portfolio using real, delayed market prices. This teaches investing, risk, and discipline.
Students play solo runs; there is no player-to-player trading or but there is shared supply/demand economics.
Users and Roles
Student (~30 per class). Joins with a class code and a display name. Plays Act 1, unlocks Act 2, trades, checks the leaderboard. Sessions span multiple class periods over ~4 weeks; progress must persist across days and devices.
Teacher (1 per class). Creates a class, gets a join code, monitors every student's progress and portfolio, can reset a student, can pause/end the contest, sees the leaderboard with detail the students don't (e.g., trade history per student).
Milestones
M1 - Game design & balance plan: A short design document (2–4 pages) reviewing the current game: what stays, what gets cut, what gets added to make it fun. Includes difficulty targets and a list of every adjustable game value (prices, payouts, unlock threshold, stock list, contest dates).
Owner and teacher read it, agree with the plan, and give written approval. No code is built before this approval.
M2 - Accounts & backend: A live website where a teacher can create a class and get a join code, and students can join with that code, pick a display name, and get their own saved account. All game progress is stored on the server, not in the student's browser.
30 test accounts join one class. A student closes the browser, comes back the next day on a different device, and their progress is still there.
M3- The economy game (Act 1): The buildings/production/marketplace game, rebuilt per the approved design doc, running against the server. Resources keep accruing between class periods. All game numbers can be adjusted from a settings file without programming.
A student plays a full session and progress saves correctly. Changing a price in the settings file changes it in the game. A student who edits values in their browser's developer tools sees no effect on their real score.
M4 - The stock market game (Act 2): Once a student's cash reaches the set threshold, the trading floor unlocks. Students buy and sell from a curated list of real stocks/ETFs at real prices. They see their holdings, profit/loss, and trade history.
A test student earns the unlock, buys a stock, and their portfolio value moves with the real market price. An order for more than the student can afford is rejected. Automated tests for the money math pass.
M5 - Teacher dashboard & leaderboard: The teacher sees every student's net worth, progress, holdings, and last activity; can reset a student, pause the game, set the contest dates and unlock threshold, and download results as a spreadsheet. Students see a class leaderboard ranked by total net worth.
The teacher performs each of those actions successfully in a walkthrough. The leaderboard updates.
M6 - Playtest, polish & pilot
A small-group playtest (5–8 students) is run, feedback and balance fixes are applied, and then the full class pilot: 30 students playing at once for a full class period on school Chromebooks. Includes final documentation and cleanup of leftover files.
The 30-student session runs for an hour with no crashes and no lost progress.
YOMAMA Investments is an existing single-player web prototype: a Bloomberg-style retail "terminal" wrapped around a playful economy game (buildings, production, marketplace) and a paper-trading engine. It is plain HTML/CSS/JS with no build step; all state lives in browser localStorage under one hardcoded account.
The job: turn this into a working classroom prototype for ~30 high school students playing simultaneously, run by a teacher, with a two-act game loop:
Act 1 — Students play the existing buildings/production/marketplace economy to earn in-game cash. This teaches earning, costs, and opportunity cost. Works as a classic idle management/economic simulation game.
Act 2 —Reaching a cash or level threshold unlocks the trading floor. Students invest the capital they earned into a paper-trading portfolio using real, delayed market prices. This teaches investing, risk, and discipline.
Students play solo runs; there is no player-to-player trading or but there is shared supply/demand economics.
Users and Roles
Student (~30 per class). Joins with a class code and a display name. Plays Act 1, unlocks Act 2, trades, checks the leaderboard. Sessions span multiple class periods over ~4 weeks; progress must persist across days and devices.
Teacher (1 per class). Creates a class, gets a join code, monitors every student's progress and portfolio, can reset a student, can pause/end the contest, sees the leaderboard with detail the students don't (e.g., trade history per student).
Milestones
M1 - Game design & balance plan: A short design document (2–4 pages) reviewing the current game: what stays, what gets cut, what gets added to make it fun. Includes difficulty targets and a list of every adjustable game value (prices, payouts, unlock threshold, stock list, contest dates).
Owner and teacher read it, agree with the plan, and give written approval. No code is built before this approval.
M2 - Accounts & backend: A live website where a teacher can create a class and get a join code, and students can join with that code, pick a display name, and get their own saved account. All game progress is stored on the server, not in the student's browser.
30 test accounts join one class. A student closes the browser, comes back the next day on a different device, and their progress is still there.
M3- The economy game (Act 1): The buildings/production/marketplace game, rebuilt per the approved design doc, running against the server. Resources keep accruing between class periods. All game numbers can be adjusted from a settings file without programming.
A student plays a full session and progress saves correctly. Changing a price in the settings file changes it in the game. A student who edits values in their browser's developer tools sees no effect on their real score.
M4 - The stock market game (Act 2): Once a student's cash reaches the set threshold, the trading floor unlocks. Students buy and sell from a curated list of real stocks/ETFs at real prices. They see their holdings, profit/loss, and trade history.
A test student earns the unlock, buys a stock, and their portfolio value moves with the real market price. An order for more than the student can afford is rejected. Automated tests for the money math pass.
M5 - Teacher dashboard & leaderboard: The teacher sees every student's net worth, progress, holdings, and last activity; can reset a student, pause the game, set the contest dates and unlock threshold, and download results as a spreadsheet. Students see a class leaderboard ranked by total net worth.
The teacher performs each of those actions successfully in a walkthrough. The leaderboard updates.
M6 - Playtest, polish & pilot
A small-group playtest (5–8 students) is run, feedback and balance fixes are applied, and then the full class pilot: 30 students playing at once for a full class period on school Chromebooks. Includes final documentation and cleanup of leftover files.
The 30-student session runs for an hour with no crashes and no lost progress.
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