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Personal project planners-os.vercel.app Live

PlannerOS

A browser-based supply chain planning simulation for consulting workshops — four quarters of decisions, real pressure, a live leaderboard, and a post-game debrief that maps your choices to one of six planning archetypes.

The problem

Supply chain professionals understand planning trade-offs theoretically — service level vs inventory vs cost — but rarely experience the pressure of making those decisions in real time, with incomplete information, against a clock. Slides don't make anyone feel the tension. The goal was to create a safe environment where the trade-offs are visceral, not academic.

What I built

A browser-based single-player simulation where the player takes the role of Head of Supply Chain Planning at TechCore, a fictional B2B electronics distributor. Over four fiscal quarters and five decision phases per quarter, players choose a board mandate (Defend Service / Protect Cash / Control Costs / Balance), interpret demand signals with real-or-noise ambiguity, select supply postures, and respond to market events. Score is weighted by mandate and adjusted by forecast accuracy. A Supabase Realtime leaderboard aggregates live scores for group workshop sessions. Post-game, a debrief maps each player's decision pattern to one of six behavioural archetypes, each connected to a supply chain consulting framework.

Tech stack

Vanilla JS (ES modules) HTML / CSS Supabase (PostgreSQL) Supabase Realtime Vercel

Architecture

Entry
index.html player name entry
Game Engine
game.js phase orchestrator, 7 phases onboarding → mandate → Q1–Q4 → debrief
state.js pure state functions
content.js 4Q × 3 events, 4 mandates, 4 postures, 6 archetypes
ui.js HUD rendering, delta readouts
archetypes.js 6 behavioural profiles
Persistence
Supabase PostgreSQL scores + decision log
Realtime WebSocket real-time updates
Leaderboard
leaderboard.html live top-10 re-render

The hard part

Intentional information asymmetry. Some KPIs are fully visible in the HUD; some are shown as status chips without numbers; some are hidden entirely until the post-game audit. This layered visibility creates genuine psychological tension — players feel constraints they can't fully explain — and makes the debrief moment land: "that's why you ran out of budget." The design challenge was calibrating what to hide without making the game feel arbitrary or frustrating. A second non-obvious challenge was the noisy signal mechanic: one demand signal per quarter is randomised at session start (not mid-game), ensuring replay variance without mid-session bias. Forecast credibility tracks right/wrong reads across quarters and directly multiplies the final score.

Screenshots

PlannerOS — in-game HUD with KPI meters PlannerOS — supply posture selection PlannerOS — live leaderboard

Outcomes

  • Live at planners-os.vercel.app ↗ — used at Deloitte practitioner events for groups of 15–20
  • V1 and V2 both shipped in a single day; V2 built directly on feedback from first players
  • 5,184 distinct game instances across mandate, signal, and event combinations
  • 6 behavioural archetypes (Rapid Responder, Buffer Builder, Lean Forecaster, Efficiency Guardian, Customer Champion, Orchestrator) mapped to supply chain frameworks at debrief
  • Integration into the practice L&D programme under discussion