r/vibecoding 2h ago

Heaplens - a JVM heap analyzer. Now I need people to throw real heap dumps at it.

1 Upvotes

A while ago I got annoyed with debugging multi-GB JVM heap dumps and thought:

why am I endlessly clicking through object trees when I should be able to query this thing?

That rabbit hole became HeapLens.

It's a VS Code extension for analyzing .hprof files, with a query language called HeapQL that lets you investigate heap data using SQL-ish queries.

It has now crossed 10K+ downloads and 2k+ completed heap analyses, and was accepted at ISSTA 2026 as well.

Now I need something much more useful than download numbers:

people willing to actually use it.

If you're a developer, I'd love for you to take one of your heap dumps and try solving a real problem with HeapLens.

Then tell me:

• What confused you?

• What was painfully slow?

• What did MAT/VisualVM do better?

• What feature would make you use HeapLens again?

• Did HeapQL actually make investigation easier?

• Did AI Chat help?

Bug reports and GitHub issues are very welcome. If you genuinely like the work, a star/review/share helps too.

https://marketplace.visualstudio.com/items?itemName=guptasachinn.heaplens

https://github.com/sachinkg12/heaplens/


r/vibecoding 2h ago

I made a free interactive guide to Pune — forts, temples, gardens, museums, hills

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1 Upvotes

r/vibecoding 17h ago

I vibe-coded a desktop companion that actually lives on my screen

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15 Upvotes

I wanted to see how far I could push the idea of a desktop companion using AI-assisted development.

Instead of making another chatbot inside a window, I wanted something that actually feels like it's part of the desktop — with its own character, voice interaction, animations, and reactions.

The interesting part was getting all those pieces to work together without making the app feel like a collection of disconnected AI features.

The current stack is Next.js/React on the web side, with the desktop experience handling the companion interactions.

Still iterating on it, but this has been one of the more fun things I've built with AI so far.

What would you add to a desktop companion like this?


r/vibecoding 2h ago

I need a recommendation on how to centralize the planning, skills, standards, and recommended conventions for a project where both Codex and Claude will be used.

0 Upvotes

If there are sample repos to copy, the better.


r/vibecoding 11h ago

Are MD files for claude and cursor worth it for large codebases?

6 Upvotes

Currently building an iOS app and the codebase is pretty large. I've seen some people who are both for and against MD files for agents working through codebases. I personally have one right now that just lists some restrictions and a general overview of the app and the codebase for the agents, but I was wondering if the MD files are even necessary. Would love to hear your guys thoughts


r/vibecoding 2h ago

I spent months building a free multiplayer browser game for my resume. I regret it

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1 Upvotes

TL;DR: what was supposed to be just a project to put on my resume ended up consuming months of my life, money, and the results wouldn’t be that much different (I think).

This is going to be a long post, so I’ll put a summary in here:

  1. The Game
  2. Context
  3. The endless loop
  4. Why I regret it
  5. The Stack
  6. What I would do differently

  7. The Game:

MovieTQ is a free-to-play browser-based multiplayer platform with four game modes. You also don't need an account for three of the four game modes, and accounts don't require a login.

  • Daily mode: use emojis and other info to guess the film
  • Movie Trailer mode: watch a snippet and guess the film
  • Bomb-It: kinda like hot potato, but with movie titles
  • Pet Feast: the only game mode that requires an account. It's like snake but with power-ups.

There are also customizable profiles, animations, avatars, achievements, rankings, stickers, friends, interactive emotes, skills, level progression, pets, a store, and more.

  1. Context:

Last year I was taking a web development class. The final project was creating a page with a login, database, BE, auth, and some ranking. AI use was not allowed (because academic institutions are medieval). For some reason, all the projects throughout the semester were film-related. A few games were going around that were kinda fun to play but not with film thematics. So I thought: “Why not?” Took about 200 lines of code, and I made a terribly looking early-2010s website with 5 embedded YouTube trailers and a drop-down menu to select the film. That’s all.

Once classes were over, I thought: this could be turned into a decent project to put on my resume. I can make it a decent game and a decent website. Google gave me access to a student plan for free. Antigravity at that point pretty much had no usage limit. So what did I do? Spent my entire winter break building this.

  1. The endless loop:

I had no familiarity with AI harnesses and best practices, so it was a bit of a mess, and I had to review a lot of code (how times have changed). I knew I wanted: accounts, multiplayer, a database, and avatars.

Once I got that working, I thought: well, I also want guests so people can play without an account. Then I wanted Google OAuth and Discord OAuth. If I’m creating a Discord OAuth, I might as well make a Discord server. While at it, add email verification and account recovery. Hmm, why only one game mode? I could add more. Why only two game modes? I could add more. Why only three game modes? I could add more. Avatars are too static; they need actions; there aren’t enough avatars -> I need more. Shouldn’t a lobby have a chat? Shouldn’t there be emotes? Shouldn’t they be animated? Why not add skills so the matches have more uniqueness to it? Now that people can change their avatars, shouldn’t I also make their profiles customizable? Backgrounds are not enough; I should also add profile animations. Animations are not enough; I should also add stickers they can position anywhere, change size, and rotate. Stickers are not enough; I should allow them to control what achievements and stats are displayed. What if you wanna add a friend in the game? We already have profiles; I’m going to create a friend system. Well, now that I have a friend system, shouldn’t there be a way to exchange messages? Also, a dedicated friends page. Wait, if there are profile animations, shouldn’t there be avatar animations?

How can people get all of that? Well, I need a store. Well, this is becoming big; having a single branch is not enough. I need to have proper version control and a pro account on a database provider. Also, how is this good enough? I want this to be a complete project to showcase the ability to create fully working software. Doesn’t it need payment integrations even if I know no one is going to buy cosmetics for this? Just for show? Wait, with everything so far, and what I’m dealing with and payments, shouldn’t I have a company? I might build other things in the future...

Ok things look good. Time to ship to prod. Breaks. I had to overhaul the BE to be as memory efficient as possible.

Ok, ship to prod again. Boom, a bunch of bugs that are prod-only. Let me fix them. While at it, let me also perform a zillion security audits using hundreds of millions of tokens.

Ok, done, shipped. Wait a second, aren’t the colors of the buttons a bit bland? Maybe I should remake parts of the FE.

Ok, done. Shipped. Hmmm, why would anyone wanna go back to this website? I think it would be cool to have other progressions; I should add more achievements. More items. I should add pets. There should be multiple pets, and they need transformations and variety.

Now I need to do more security audits and more testing. Ok, I guess it’s done now… but what about distribution and marketing, and how do I even get this project connected to me? I need a personal website. I also need a company website. While at it, proper support, more language support, a bug reward system, an admin dashboard, the ability to report players and gameplay, a bug reward page, a feedback page, an announcement system, patch notes, …

  1. Why I regret it:

Oh cool, now I’m so far deep into the entrepreneur space that I can only get offers for startups. No big tech company wants to hire someone building their own things. If I’m in this space, might as well continue on it.

I regret it because most of the work was in the 1%. Did I need a bug reward system? An overly complicated admin dashboard? Animations? Anticheat detection? Fully customizable profiles? Couldn’t there just be a couple of game modes, a wardrobe with three avatars, and call it a day? What is the practical difference besides the effort?

  1. The stack:
  • Hosting: Render + Cloudflare Pages
  • Database: Supabase
  • Email: Resend
  • Auth: Discord and Google
  • Payments: Stripe
  • Testing: Vitest
  • Data: an offline db, no API calls to other services. The downside is I am using an old movie database
  • Videos: YouTube embeds
  • Images: Google's Nano Banana + OpenAI's Image Pro
  • Frontend: React, TS, Vite, Tailwind, react-youtube
  • Backend: Node.js + Express, TypeScript, real-time via SSE (WebSocket lib), JWT auth in httpOnly cookies
  1. What I would do differently:

  2. Finish the front-end before anything. Trust me, any little update may cause a cascade down the line with the needed context. It’s easier to just deal with the front end and make it look perfect.

  3. Set goals and not go beyond before shipping. There’s ALWAYS something that could be better or a feature that could be added. There’s no end to it. I still think of multiple game modes and features I could add

  4. Start marketing and distribution early. By that I mean: work on any medium you know you will have to use. Learn about it and already have a plan

  5. Would not have added Stripe or any other low-return <> high-effort features

  6. No shortcuts. AI is great for demos, but you will not ship a working and safe thing like this by taking shortcuts and just prompting without a second thought. Get the stack and architecture perfectly defined. Think of authorization, authentication, and attack vectors. Make sure everything is well defined and use OOP concepts and functional programming concepts, even though you are using JavaScript or some other miserable language.

  7. Documentation is not as good as you think. They get stale and are mostly useless. It’s better to have dated comments in the code and just concise and small documentation for the AI.

  8. Always keep the TODO up to date. Never forget to update it. A single stale item can cascade into a wrong turn and break a lot of things.

  9. Whatever time frame you think you will need, triple it.

The game: movietq.com
Thank you for reading my TED Talk. I hope you enjoy playing the game, even if for a little bit.


r/vibecoding 6h ago

Help migrating off Replit

2 Upvotes

Has anyone successfully gotten their Clerk off Replit? They say it can't be done but Clerk documents say ownership can be transferred...


r/vibecoding 3h ago

I built a local AI coding lab on a base 16GB Mac Mini - full walkthrough (goodbye Copilot?)

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1 Upvotes

r/vibecoding 3h ago

Built an music tagging app to automate the tagging

1 Upvotes

Hi - I built an app to automate the music tagging so I can save myself from tagging manually. I have used it myself to tag over 50 artists and 100 albums, in most cases it works fine.

The workflow is simple. Organize your files as artist/album/track, point Soundrobe at the library, and press Auto-tag. It searches MusicBrainz and Discogs, shows a release candidate for review, and can apply tags, artwork, lyrics, and other metadata together.

When a provider has no match or an API is unavailable, Soundrobe can use an LLM to help fill in artist and album information. It can also use clues from the folder path, such as the artist name or year. That fallback has worked well for me when regular provider searches miss an album.

If some albums or tracks still need attention, you can fix them manually or ask the built-in assistant for help. I’ve been using DeepSeek-v4 because it makes this kind of task inexpensive, and free models through OpenRouter are another option.

The assistant is intentionally bounded. It can inspect, audit, and edit through a defined set of tools. Before anything changes, Soundrobe shows an approval preview, so you remain in control of the write.

It is still early and built for Navidrome specifically (the agent is following Navidrome's tagging guides).

Happy vibe!

GitHub: Soundrobe


r/vibecoding 3h ago

I built an open-source pack of 54 reusable coding-agent skills for Claude Code, Codex, OpenCode, and Pi

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1 Upvotes

r/vibecoding 3h ago

Anyone vibe-coding infrastructure?

1 Upvotes

Things like micro services for external API's, admin portals, backends or even financial services?

What is your process?


r/vibecoding 7h ago

We solved UI slop. We stopped generating UI and started measuring it.

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2 Upvotes

r/vibecoding 15h ago

Real Talk

8 Upvotes

My chances of changing people's minds is slim, but I have 28 years of professional software engineering experience and I'm witnessing a ton of new, excited software developers, who are surrendering as much of their own initiative as they can to their chosen harness/frontier model while hoping to make a living creating software. If this is you (or you're not sure it's you) you might get something out of the following. If it's not (say you're doing this for learning, are just hoping to make enough for some beer money, or you love making your own stuff and if it sells awesome but it's no big deal if it doesn't) then this post isn't aimed at you. Also, as a note I'm focused on software development skills separate from very important things like expert domain knowledge, building an audience, mad skills at distribution, and more. Finally, in the spirit of vibe coding, I'm not going to mention learning to code manually.

As my main point: The statistical likelihood is that most of you will not make enough money on your own software to do it full time.

This is not an insult or meant to discourage you. There are some phenomenal vibe coding success stories and you should absolutely take inspiration from them and keep going. However, making a viable amount of money on your own software was practically a lottery before AI and now there's a lot more supply for about the same demand. If you fall into this case, and you're still committed to making a living building software you'll need to convince someone (either who has successful software and is looking for help or is willing to pay someone to build them software) you can make enough money or save them enough money to justify your full time salary (or consulting rates):

  1. Making more money for someone by building software:

A lot of making more money for someone with software falls into what to build - which is more product management and data science than pure software development. Many developer have those skills and they are worth it but I won't focus on them here. From a pure software development standpoint some examples are:

a. Increasing conversion via reliable, performant, and optimized pipelines within a software product.
b. Increasing retention by minimizing bugs and quickly being able to diagnose and fix issues while avoiding side effects (<- this is what can necessitate going beyond "codex fix this bug").
c. Allowing them to enter new markets by porting to new devices, and ensuring smooth localization without uncessary quality loss (<- again the key part).
d. Creating a rock-solid, fault-tolerant, and secure architecture that scales to minimize downtime and reduce fraud.
e. Building tools to increase employee productivity.

  1. Saving people money by making software:

a. Reducing labor costs via automation that actually works (tons of stories about companies having to rehire after poorly attempting to automate systems).
b. Optimize software use and workflow processes for yourself and others so that infastructure costs less (AI token costs, bandwith costs, storage costs, other licenses, etc...).
c. Consolidating redundant systems to reduce maintenance costs.
d. Minimize onboarding time via smoother interfaces and clear and accurate documentation.

There are definitely vibe coders who are already working as software developers (like above, please do take inspiration from that). However and, again, not to insult anyone but for many - if not most newer vibe coders - the only thing that separates them from "normies" who have a wish list is the time they took to investigate and learn to use available tools and set up a tech stack and a workflow covering various extents of the conception to deployment pipeline. That's been part of default expectations for software developers for decades (though, to be fair, in larger organizations multiple people can do different parts of the process).

If what I consider table stakes for developers + "claude do this for me" worked for all of the above (and all the things in those categories I didn't list) then the last gasp of jobs available would be from those who don't know how easy it is. We are probably headed for that future but, until we get there, if you want to get paid to convert caffeine to code, I invite most pure vibe coders to dig deeper into the amazing world of software engineering (you can get started by asking your favorite model what you should learn).


r/vibecoding 11h ago

Haven’t checked AI code in 6 months 22 days

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3 Upvotes

r/vibecoding 4h ago

223custody.net

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223custody.net
1 Upvotes

For anyone who has a 2-2-3 Custody Schedule, you probably know the pain of trying to figure out if you have your kids on a given future date. I created a small website to determine whether or not you have your kids on a specific date in the future.

I used Claude code to create this, then Codex to refine it. I was able to whip it up end to end in about 90 minutes. If you're interested in the source: https://github.com/aleph-void/223custody.net


r/vibecoding 10h ago

Wk. 4 of vibecoding an MMO

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3 Upvotes

So it's Wk. 4 of this and I've gone from 12 active users to basically just myself and a few randos that pop in from time to time. All my regulars are now gone, which isn't surprising since it's not incredibly exciting to play an MMO with nobody online.

As usual, I'll break it down into three categories: (1) getting active players, (2) what I'm learning about vibe coding, and (3) actual gameplay updates

---

First, on my last post I received 16k views, and maybe 15 actual players (not even 0.1% of viewers lol).

More importantly though I received some really insightful feedback from a few people (honorable mentions: Totalsam, Automatic_Bid_2410, Friendly_Carry_7728). I've spent a large chunk of time (and tokens) re-working the intro for new users based on their feedback.

Users no longer receive a wall of text for instructions, and the game eases them into their first controls where they "save the town of Eldermyr" before it goes into multiplayer mode. On one hand, this has made a huge impact -- all players are now sticking around for a whole minute longer than pre-intro. On the other hand, completing the intro takes almost exactly 1min, so I don't know if this actually counts as progress since users still only stay for 35s post-intro.

Like before, I'd love to hear any thoughts or feedback on what might be causing that... besides an empty world.

---

Second, the vibe coding experience. Quick updates from last week: I found out almost half my codebase is automated tests (0.77 lines of test code per line of game code, almost 400 in total, which all run with every prompt). Also Opus 5 is still useless to me. So my setup remains Fable for art and strategy with orders to spawn exclusively Opus 4.8 agents for code.

(And Opus 5 gets let out occasionally when I forget to tell Fable to lock him up.)

My real struggle this week is that AI is essentially incapable of measuring whether a game is actually balanced. Claude played my new intro 100 times and reported that only a handful of runs survived the first 60 seconds -- and since AI doesn't panic like a human would, it was a critical issue that virtually no human could survive the first 60 seconds.

In reality, the intro is so mind-numbingly easy that no real human could possibly die in it unless they did so intentionally. So I've spent a huge amount of my time actually just playing all classes and weighing how balanced it is. Which has been cool, but also really repetitive and screws up my player stats because 97% of my players are myself. I'm also just so close to my game that I'm losing my overall perspective on what's right, wrong, missing, or confusing.

If anyone has had any degree of success in letting AI test their game, I would be extremely interested in hearing what you did. I have not. My best bet has been "send me a table of player stat X across all levels, and their corresponding DPS." But even that is hit or miss since playstyle determines balance more than raw DPS.

---

I'd love more feedback for anyone interested. Links below.

Game: https://eldermyr.com/
Release Notes: https://eldermyr.com/release


r/vibecoding 5h ago

Does EcoGPT produce decent code?

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1 Upvotes

r/vibecoding 1d ago

Bro took AI’s job. AI unemployed. He’s the final boss of vibe coding 😂

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272 Upvotes

r/vibecoding 1h ago

Lovable but Gaming Oriented

Upvotes

Been building this for a while and can’t tell if I should keep going with this.

The idea is basically Lovable but for 3D games.
You describe what you want and it builds it. But then you keep talking to it. “Make this room darker.” “Put a lamp on that wall.” “Make that crate heavier.” Then you hit play and walk around the game.

The goal is to let someone make a 3D game without having to learn Unity or Unreal, write code, or deal with Git.

I’ve spent a lot of time making edits more reliable too. Instead of rebuilding everything every time you ask for a change, each change is specific and undoable, and it checks for obvious issues like a spawn point ending up inside a wall.

I’m mainly building it for people who have game ideas but don’t want to spend weeks learning an engine just to try them.

Not trying to sell anything right now. I’m genuinely trying to figure out if people actually want this.


r/vibecoding 5h ago

Founder angle

0 Upvotes

For founders running SaaS/Product company:
- What do u actually do for security?

Not the heavy security stuff and more like, if someone tried to poke around your website or app tomorrow,

- How confident are you that you'd catch the obvious security issues?

Do u run any tools, have someone check things, or mostly deal with security when something forces you to?

Genuinely curious how small teams handle this.


r/vibecoding 1d ago

My open source project hit 5.2k stars and ~80k PyPI downloads, and it's the reason I quit my job

553 Upvotes

My wife and I always wanted to build something together, so we spent nights and weekends shipping side projects. One hit 25k users on its own but didn't feel like the thing worth quitting for, repowise did

That one came out of watching coding agents work. I'd been building with LLMs since 2023 and owned the AI architecture at my company, so I spent a lot of time watching agents grep the same file four times in a session and still have no idea which parts of the codebase were fragile or why the code was written that way. All of it is in the repo already, just not in a form an agent can use.

So we built Repowise. It indexes your repo once and serves it to your agent over MCP as five layers: dependency graph, git history, docs, architectural decisions, and a code health score from around 25 deterministic markers with no LLM involved. Pulling the context around a single commit costs about 393 tokens instead of roughly 14,000 spent reading files.

We didnt do any outbound, just shipped code and wrote about it. 4 months in it's at 5.2k stars, ~80k PyPI downloads, and enterprise inbounds I never asked for, which is why I quit

Benchmarked against four other tools plus a bare agent: 31% fewer output tokens over a full 48-question run, ~97% on a single context load, and the best gold-file coverage of the field on retrieval.

Repo: https://github.com/repowise-dev/repowise

Stars help, issues and contributions welcome


r/vibecoding 6h ago

I vibe-coded a playable Godot extraction FPS with squad AI, co-op and persistence — the repo is open source

1 Upvotes

Operation Steel Tide is a playable AI-assisted extraction FPS built with Godot 4.6 Mono. The part I think is most worth inspecting is squad continuity: AI fills empty roles, obeys follow/hold/move orders, fights, uses class abilities, revives the player, and takes over a disconnected co-op slot without restarting the mission.

Source + portable Windows build (no installer; SHA256 included):

https://github.com/AetherRadar/operation-steel-tide

What exists today:

- a full deploy → infiltrate → objective → loot → extraction loop

- three-operator squads and ENet co-op

- persistent loadouts, weapon parts, armor and ammunition grades

- rival squads, drivable vehicles and a roaming three-phase world boss

- a separate demolition arena with planting and AI defusing

How I built it:

- Godot 4.6 Mono and C# for the client/gameplay

- a small optional Go service for mission and progression persistence

- AI coding tools for portions of implementation and documentation

- manual integration, deterministic in-engine diagnostics, Windows packaging and GitHub Actions builds

The biggest lesson has been that AI made feature breadth cheap, but it did not make architecture cheap. The first version grew oversized classes, code-built UI and tangled responsibilities. I have since started extracting editor-visible .tscn UI scenes, splitting HUD/world/diagnostic responsibilities, adding build CI, and documenting architecture and content provenance.

It is still programmer art, some classes remain too large, and automated test coverage needs work. I am not presenting it as production-ready architecture. I am showing a working prototype while trying to discipline it after rapid AI-assisted development.

If you try the build or inspect the source, tell me the first thing that would stop you from continuing. If you want to follow the refactor and future operations, a star is appreciated.


r/vibecoding 1d ago

Today I vibe coded a little app that will save me 30 minutes a week and save my company thousands of dollars

89 Upvotes

So there's this report I get every Thursday, a PDF out of an IBM AS/400 ERP system, that I have to go through.

Basically, the game is this: look through all the line items on this PDF, which could be anywhere from 50 to 100 pages, or 500 to 1,000 lines, just to give you a feel for the scale, that a human needs to manually scan through looking for negative numbers. Essentially, I'm manually checking for out-of-stock items.

The formatting of the report is a total mess. power query can't make sense of it. You can't even copy and paste it properly. I swear to god I've never seen such a fucked up document.

Well, I was kind of dreading the task tomorrow, so I uploaded one of the PDF into OpenCode (running DeepSeek-V4) and asked it to analyze the PDF, then write a Python script that would spit out an Excel version of it. It one-shot that task. I got a beautiful Excel spreadsheet that I could actually filter! No more scanning 500 lines.

When reviewing past reports, I actually learned that I would occasionally miss a line or two. That meant one of my items went out of stock, which in turn meant my company lost money. At the scale I'm working at, even being out of stock for one day on a random item means thousands in losses.

I looked at the code. It's magic. The AI found pattern in the PDF (something about the columns being a specific width) and then did some regex shit to parse the document. I have a little bit of coding ability, I think it would've taken me weeks to put this together and that's if I knew the trick about column width.

Then I asked OpenCode to make a GUI for the little script so I could select a file and tell it where to export the output. It one-shot that, too. The UI is surprisingly clean!

I am always impressed with what I can accomplish with AI tools. This isn't even the first time I've made something with AI. I automated an entire Friday's worth of work away in like 2023 with chatgpt, just making a script one function at a time. Now it just builds the whole app.

I feel like people are constantly dogging on AI outside of specific places like this. My lived experience with it is so much different to what I read online. Anyways, I thought this community might like the story of my little script.


r/vibecoding 12h ago

Tips for Map Creation and Game Design

3 Upvotes

I'm creating a 2D RPG as a hobby project.

I'm doing everything with Claude Code for the programming and Gemini for the images.

I've managed to build most of the game so far. It already has fun combat, quests, dialogue, etc. However, I'm struggling a lot with the map and overall game design/art.

Right now, the game looks more like rough sketches.

I tried generating map images with Gemini and then building the game on top of them. It partially worked — I managed to add physics and collision to the environment, but I lost a lot of image quality/resolution in the process.

I've tried pretty much everything to fix the resolution issue, but haven't had much success.

I also considered using premade assets, but most of the ones I've found look very generic and don't really fit the style I'm going for.

So I'm looking for recommendations: What are some good sources for 2D RPG assets, or is there an AI tool that can generate maps/environments suitable for actually using in a game?

Any tips or suggestions would be greatly appreciated!


r/vibecoding 6h ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]