Hey everyone,
I just launched BobaVim, a browser-based game designed to help you learn and master Vim motions through fast-paced challenges and races.
Whether you’re just starting out or a seasoned Vimmer looking to sharpen your skills, you can play solo to train or jump into 1v1 duels to compete in real time. The game includes:
A built-in tutorial & manual
A leaderboard to track your progress
A set of handcrafted levels focused on real Vim usage
This is my small tribute to Bram Moolenaar and the amazing legacy he left through Vim. His work has had a huge impact on how I approach software and productivity.
I built BobaVim using HTML, CSS, JavaScript, and Go, and along the way I learned a ton about client prediction, real-time multiplayer, and concurrency. Happy to share more about the tech stack if anyone’s curious.
🔗 Try it out: https://www.bobavim.com/
🎥 Gameplay demo: https://www.youtube.com/watch?v=vrwJ3-c9ptE
I’d love to hear what you think, and I’m always open to feedback or ideas for improvement!
Cheers,
Florent
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Normally w, b, and commands like 10h should work. That’s an interesting observation; the only thing that should be penalized is using the arrow keys — h, j, k, and l are not penalized. There might be something with your browser or keyboard that’s causing these keys to bug out. Thank you very much for the feedback — I’m interested in finding the cause.
You’re right, thanks for pointing this out — I hadn’t noticed that detail. For now, j, k, and Enter can be used to move, and Esc to show the menu, but I will re-enable mouse support.
Indeed, I’ve received this comment a few times regarding the map and character selection. I’ll work on fixing this point.
Thanks for the remark — I’ll work on improving the font.
Interesting. Do you know when exactly this happens, or in what situation this state occurs? Integrating :q could indeed be done quite easily.
f, F, t, T, , and ; are search motions. / and ? are also interesting motions, but I’m not yet sure how to integrate them into the game without making it too easy, since they would allow the player to move too quickly across the game.
Thanks for the feedback — I went with the idea of creating a funny character who helps a little but not too much, and to make it humorous. Some players find it funny, others find it rude. I’ll see about reworking this tutorial; I’m still deciding whether I prefer to give a bit of help and let the player figure things out by themselves or via the manual, or to just explain everything upfront.
Thank you very much, Stevie, for taking the time to test the game and think about how to make it better. I read your feedback with great interest!
Florent
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