I'm currently hacking on the One Hour One Life codebase.
I forked it for showing live, proof-of-concept, of my ideas. Also, within about an hour, I got a higher resolution mode working.
(Looks like one left tile of overdrawn. TWO tiles on the right. at off-by-one error.)
Currently their server's send data early (outside the screen) to allow overdrawing (that is, 10px of a 300px object, before the whole object is in frame).
I play on a 55" 4K screen (not bragging.) and the DPI with this game literally makes me nauseous at default scale when I travel.
I'm still reading through to figure out whether I can make more actual drawing distance occur. (objects and all). Because I think the game would be WAY more playable than the insane hardcoded low resolution of 720p (1280x720p). You can't even buy a laptop in the last ~8 years with lower than 1366x768!
The code... some of it is nicely laid out. Other parts... are horrific. You can tell what parts he has experience with and what he doesn't / what was hacked in because the game concept changed from when he started. Lots of stuff being learned for planning my future projects.
Also, he uses ASCII text sent over http for all game connections. And I can't tell if that's bad... or horrific. Because he basically has to parse every single MESSAGE TYPE ... by parsing ENTIRE STRINGS. (scanf!) That cannot be fast!
Especially since he wanted his servers to support TWO HUNDRED concurrent players! Right now, they're capped at 60 and still laggy because they were insanely laggy (15+ seconds!) on launch. I think it's not just "lag" but something happening causing a huge connection deadlock or something. Because I'll be frozen, while many other player move about. Like my input connection (or message buffer) is full, while others can update AND send their updates to me (from the server).
I don't really want to fix his netcode for him. More, trying my own expansions and demo'ing ideas I think the game should already have.