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Joined October 2024
You've seen this ad. The UK banned it as misleading. So we put the real game inside the iPhone Duo. 3 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n4lm0…
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The full prompt: Build an iPhone Duo game where the closed phone plays a fake mobile game ad, and opening it reveals the real game inside. The ad is the "pull the pin" kind everyone has seen: gold, lava, a little hero, a hand that always pulls the wrong pin, "99% FAIL THIS LEVEL!" and an INSTALL NOW button. Inside, that exact level is a real, polished, playable physics puzzle game called PULL THE PIN. No ads, no lives, no store. Native SwiftUI + SpriteKit, Opus 5.5. Closed (the cover screen, portrait) shows the ad. Open (the inner screen, landscape) shows the game. Switch on the window's shape with a quick crossfade, and keep the game state across folds. The app launches straight into the ad loop when closed and into Level 1 when open. Don't draw a handset frame inside the app; the simulator provides it. THE AD (cover screen, loops every 4 seconds, forever): - A dark stone dungeon tower, torchlit, in loud over-saturated ad style. Top: a red ribbon "99% FAIL THIS LEVEL!" (white, heavy, wobbling) and a yellow "LEVEL 1" pill. A grey "Ad" tag top-left and a small ✕ top-right that only jiggles when tapped. - Upper left chamber full of gold coins, upper right chamber full of glowing lava, each held up by a golden pin. Below them the hero, a little knight, stands next to an open treasure chest, looking up. - 0-0.8 s a giant white cartoon glove hand slides in and hovers between the pins, unsure. At 0.8 s it yanks the LAVA pin. 1.1-2.1 s the lava pours onto the knight: an "AAAH!" bubble, then he's burnt black with smoke. At 2.1 s a huge red FAIL stamp slams down with a screen shake. 2.4-3.6 s "Only 1% can solve this!" pops up. Then a white flash and it resets. - Bottom: a green pulsing "INSTALL NOW" button with a small app icon and "★★★★★ 4.8 · FREE" above it. THE GAME (inner screen, full width): - The same dungeon, but premium: warm torchlight, stone bricks with depth and mortar shadows, drifting embers. Top bar: a chunky gold "PULL THE PIN" logo (tap it to restart from Level 1 with everything reset), "LEVEL 1" with five progress dots, and a coin counter. - Tap a pin (or drag it sideways) and it slides out of the wall in 0.2 s with a glint. Gold, lava and water are a few hundred small physics balls that pour, bounce, pile and roll like in the ads. The bottom room is a bowl, so gold rolls into the open chest beside the knight. - Gold landing in the chest counts up the coins with sparkles. Lava touching the knight burns him: an "Oops!" card with Try Again (instant and free). Lava meeting water turns both into grey stone with a puff of steam. Lava burns the goblin. - Win when most of the gold is in the chest and the knight is safe: he cheers, coins fly to the counter, a LEVEL COMPLETE card pops in with three stars, "You're in the 1%." and a big yellow Next Level button. Five handcrafted levels, each using the whole wide screen: 1. The one from the ad: gold left, lava right, the knight below. Pull the gold pin. 2. Water first: lava hangs over the knight; drop the water onto it, then the gold. 3. The goblin: burn him with lava, cool the lava with water, then drop the gold. 4. Two pages: the gold starts top left and zig-zags down ramps across the whole screen to the knight bottom right; four pins, in order. 5. "Only 1% can solve this": six pins and everything above. After level 5: "You beat every level the ads showed you." with confetti and Play Again. Play-test each level in code: the right order must win and the ad's wrong move must lose. Art: generate the knight (cute cartoon style: idle, scared, cheering, burnt), the goblin (idle, burnt), the treasure chest, the glove hand and the app icon with an image model: run env, use the project's proxied OPENAI_API_KEY with api.openai.com/v1/images/gen… and gpt-image-1, transparent backgrounds, the same character description for every pose. If that fails, draw them with shapes; never block on it. Keep every file you create inside the project workspace: tool access outside it is denied. Build fully, fix all compile errors, and launch in the web simulator on the iPhone Duo; test it closed and open. Deliver the complete game, not a plan. Do not publish.
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In 2017, 4,626 people dressed as Waldo and set a world record. So we built Where's Waldo where everyone is Waldo. 6 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n3z90…
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The full prompt: Make a 3D iPhone game called Real Waldo: it's Where's Waldo, but everyone in the crowd is dressed as Waldo, and only one of them is the real one. The look: a bright, sunny beach seen from above at an angle, like a Where's Waldo page come to life in 3D, with a soft tilt-shift blur at the top and bottom of the screen. Sand, waves, umbrellas, towels, a pier, a lifeguard tower, an ice cream cart. Every person is a cute low-poly Waldo: red and white striped shirt, blue jeans, round glasses, a white bobble hat with a red pom-pom. They bob, wave, sunbathe and wander, so the whole beach feels alive. Every fake has one small flaw you only notice up close: stripes going the wrong way, no glasses, a fake mustache, sneakers, a phone in his hand, a blue pom-pom, a name tag that says Wally, shorts instead of jeans. The real Waldo is perfect and carries his walking stick. How it plays: - Drag to look around. Start close enough that every Waldo is easy to recognize, about 30 on screen. - Tap any Waldo: the camera swoops in, he turns to face you, and a big red FAKE rubber stamp slams down with one funny line about his flaw, like "Stripes go sideways. Nice try, Kevin." Write at least 20 different lines. Then the camera pulls back. - Tap the real one: the crowd freezes, a golden spotlight hits him, confetti, then "FOUND HIM" with your time and a Next round button. - Round 1 has 100 Waldos, round 2 has 400 and they all walk around, round 3 has 1,000 at sunset. When the app opens it goes straight into round 1 with the crowd already moving and the timer running: no title screen, no tutorial. Keep a small top bar with the round, the number of Waldos and the timer, plus a restart button that resets everything. Keep the layout the same on every launch so the real Waldo is always in the same place. Build each Waldo from simple shared shapes so even 1,000 of them stay smooth.
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Club Penguin had 200 million accounts. Disney shut it down in 2017. So we rebuilt it in 3D, with no strangers, no ads and no membership. 3 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n3bd0…
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The full prompt: Rebuild Club Penguin, Disney's 2005 penguin world that shut down in 2017, as a polished 3D iPhone game. The 2026 twist: no strangers. Every penguin in your world is a friend, there's no typing (you talk with Safe Chat, a menu of friendly preset phrases), and there are no ads and no membership wall. Everything is free. Make it look like Club Penguin remastered in 3D: the snowy Town Center with the Coffee Shop, the Night Club and the Gift Shop, their signs and warm glowing windows, lamp posts, pine trees and gently falling snow, seen from Club Penguin's high, angled camera. The penguins must look exactly like Club Penguin's: a round, bottom-heavy body in one bright color, a white belly that rises into a white face, big friendly eyes, a small orange beak, orange feet and stubby flippers, with their name under them. They waddle side to side when they walk. Soft light and shadows, bright and cheerful, like a real console game. Club Penguin's blue toolbar sits at the bottom with round buttons for Safe Chat, emotes, snowball, dance and the map. What you can do: 1. Tap the snow to waddle there. 2. Tap the snowball button, then tap anywhere: your penguin throws, the snowball arcs and bursts in a white splat, and a penguin you hit laughs. 3. Safe Chat: pick a phrase like "Snowball fight!", "Want to be friends?" or "Let's dance!" and it pops up in a speech bubble. Friends answer with emotes. 4. Walk through the Night Club door into a dark room where a crowd is already dancing on a floor that lights up in squares of color. Tap Dance to join them. 5. Walk into the Gift Shop to open its catalog and tap a propeller cap or a party hat to wear it. Where Club Penguin said "Members only", it says "Free". A little pink puffle follows you everywhere and bounces when you stop. When the app opens, drop straight into the Town Center in the middle of a snowball fight: a dozen friends in different colors, with names like Puffle4ever and Waddles2006, are already waddling, throwing snowballs and chatting, so the first frame is full of motion. Show "Friends only · 12 online" at the top. The map button jumps instantly between the Town, the Night Club and the Gift Shop.
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Learn to Vibecode retweeted
Claude Duet is still in waitlist. So I used @orgo, @composio, and @vibecodeapp to clone it. It has morning briefs, background tasks, email approvals, live dashboards, and its own cloud computer.
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Learn to Vibecode retweeted
The Tesla app on the iPhone Duo is so clean. Couldn’t wait for my Duo so I built it myself. 1 prompt on @vibecodeapp
The @Tesla app on the new iPhone Duo @elonmusk
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Learn to Vibecode retweeted
Lots of people want to build a game like Candy Crush. This one has cascades, color bombs, levels, and unlimited lives. All made in 2 prompts. Remix on @vibecodeapp and make it your own today
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The $1,999 iPhone Duo goes on sale today. So we turned it into a Poké Ball: close it to catch. 1 prompt on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n2oz0…
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The full prompt: Build a native SwiftUI iPhone Duo game called Fold 'Em All. The iPhone Duo is a Poké Ball: a wild Pokémon appears on the open phone, and you close the phone to catch it. The cover screen is the ball wobbling in the grass. Open it again and the inner screen is your Pokédex. How the Duo works here: closed, the app runs on the cover display (a passport-shaped screen). Open, it runs on the inner display, which is two cover screens side by side: one wide screen with the hinge down the middle, used as two pages of one scene. Switch layouts the instant the display changes and keep all game state across every fold. Closing the phone during an encounter is the catch. Opening after a catch shows the Pokédex. Art: bundle the official Pokémon artwork from the PokeAPI sprites repo on GitHub (raw.githubusercontent.com/Po…, and the shiny Charizard at official-artwork/shiny/6.png): Pikachu 25, Gengar 94, Charizard 6 (shiny), Mewtwo 150, Eevee 133. Never generate or redraw a Pokémon. Draw the Poké Ball and the Master Ball as vector shapes. Draw the meadow (or generate it with no characters in it). Look: bright anime colours. A sunny meadow with a blue sky gradient, rolling tall green grass and a few flowers. The Poké Ball is red #EE1515 on top and white below, with a black band, a white centre button and thick black outlines. All text uses SF Pro Rounded Heavy. Text boxes look like the Game Boy games: a white rounded box with a thick dark navy border. Encounter (inner display): - One meadow scene spans both pages. The wild Pokémon stands on the left page, about 45% of the page height, gently bobbing, with a soft shadow. A text box at the bottom of the left page says "Wild PIKACHU appeared!" (the name in caps). - 0.6 seconds later a Poké Ball arcs in from the lower right, spinning, and lands on the right page next to the hinge. It pops open and fires a glowing red beam at the Pokémon. The Pokémon turns glowing red and a stream of red light particles flows along the beam into the ball. This keeps looping until you close the phone; the Pokémon stays visible, pulsing slightly smaller and bigger. - A thin catch ring around the Pokémon shrinks from big to small every 1.4 seconds, on loop: red when big, yellow, then green when small. - Above the ball on the right page, "CLOSE TO CATCH" pulses in huge white letters with a thick black outline. - A small pill in the top right corner of the right page: "Caught 0/151". Catch (cover display, right after you close): - A big ball, about 70% of the cover width, lies in the grass with a soft shadow, its button glowing. - It holds perfectly still for 1.6 seconds. Then it wobbles three times, 0.6 seconds apart: each wobble tips it about 18 degrees left and springs back, pivoting on its bottom. - Then the click: the button flashes white, three yellow stars burst out of the top, and a text box slides up: "Gotcha! PIKACHU was caught!" with a small badge for how well you timed it ("NICE!", "GREAT!" or "EXCELLENT!"). The encounter order is fixed so it's the same every time: 1. Pikachu: caught, "GREAT!". 2. Gengar: the ball wobbles twice, then bursts open with a white flash. Gengar pops out huge and grinning on the cover with "Oh no! The Pokémon broke free!" 3. Shiny Charizard (black): it arrives with sparkles and "Wild CHARIZARD appeared! ✨ SHINY". Caught, "EXCELLENT!". 4. Mewtwo: you get a Master Ball (purple top, pink bumps, a white M). Close: no wobble, it clicks instantly with purple sparkles. "Gotcha! MEWTWO was caught!" and a "MASTER BALL" badge. 5. The mystery: the inner screen shows only rustling grass and "Something is hiding in the grass…" with "CLOSE TO FIND OUT". Close it and the cover shows the classic "Who's that Pokémon?" screen: a blue starburst background, a solid black silhouette of Eevee, and "Who's that Pokémon?" in yellow letters with a blue outline. Open it again and the inner screen reveals "It's EEVEE!". Pokédex (inner display, when you open after a result): - Left page: the Pokémon's official art large on a white circle, with a red "CAUGHT" stamp that slams in (big to normal size, with a little shake). Gengar gets a grey "ESCAPED" stamp instead. - Right page: a dark Pokédex screen: "No. 025", the name, type chips in their colours, the species ("Mouse Pokémon"), height and weight, one line of dex entry, the counter "Caught 1/151", and a big red button "Next encounter ▶". Launch straight into encounter 1, Pikachu, on the inner display: no title screen, no onboarding, no permission prompts. If it launches closed, the cover shows "Open your iPhone Duo" with a small Poké Ball. A long press (0.6 s) on the top-left corner of either screen resets everything to the Pikachu encounter, so every demo starts the same way. Use native SwiftUI animations with springs, not static screenshots. Don't draw a fake phone frame; the simulator provides it. Keep every file you create inside the workspace folder (/tmp is off limits in this sandbox). Build it fully, fix every compile error, launch it in the iPhone Duo simulator, and test the whole loop with the fold action: open, close to catch, open to the Pokédex, Next, for all five encounters. Deliver the complete app, not a plan. Don't publish.
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Learn to Vibecode retweeted
Lots of people want to build camera apps. This one has face-tracking Lenses, Snapstreaks, Send To and Snap Map. The simulator doesn't even have a camera. All made in 2 prompts. Remix on @vibecodeapp and make it your own today
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Learn to Vibecode retweeted
Claude Duet's onboarding is beautiful. So I asked Claude to clone it. 2 prompts on @vibecodeapp
Claude Duet onboarding in case you’re curious
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People asked if you could slam the iPhone Duo shut to hang up. So we turned it into a 2004 RAZR. 2 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n21s0…
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The full prompt: Build an iPhone Duo app called RAZR Duo. It turns the iPhone Duo into the 2004 Motorola RAZR flip phone, so you can finally slam your phone shut to hang up on someone. Closed, the cover screen is the outside of a black RAZR: dark brushed metal, a camera dot above a small external display that shows the time, and the MOTOROLA logo at the bottom. When a call comes in, the little display flashes the caller's name, the whole face buzzes, and a polyphonic ringtone plays. Open the Duo to answer. The inner screen becomes the open flip phone. The left page is the RAZR's color screen in that blue 2004 style: signal bars, battery, the caller's name and photo, and a call timer counting up, with the caller's line typing out like a subtitle. The right page is the flat metal keypad glowing electric blue, with the round navigation key, the green call key, the red end key, and T9 letters under every number. Close the Duo to hang up. The call ends instantly with a loud clack and the call-ended beeps, and the cover shows CALL ENDED, the call length, a one-line reaction, and how many people you've hung up on today. Two seconds later the next caller rings. The callers loop in this order, each with a line and a reaction: - Your Ex: "hey… u up?" / "Good." - Scam Likely: "We've been trying to reach you about your car's extended warranty" / "Warranty still expired." - Boss (Saturday, 8:02 AM): "Quick question—" / "It's Saturday." - Mom: "Did you eat?" / "She will remember this." - 2004: "We want our phone back." / "You hung up on 2004." With the phone open and no call, the keypad works: text with T9, one press per letter, and the word appears on the screen. Tell open from closed by the screen's shape: the cover screen is portrait, the open screen is landscape. Draw both screens edge to edge with no extra phone frame around them. When the app launches it should already be ringing with Your Ex on the cover. Tap the cover's small display to skip to the next caller, and long-press the logo to restart from the first caller. Make every sound and animation feel real and satisfying.
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Learn to Vibecode retweeted
Aave really went all out on this notification bell 🔔 Had to see if I could build it myself. 3 prompts on @vibecodeapp
really went all out on a notification bell @aave 🔔
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Learn to Vibecode retweeted
Lots of people want to build GPT wrappers. This one has streaming, animations, image gen, and voice mode. All made in 1 prompt. Remix on @vibecodeapp and make it your own today
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Last year @anshnanda said Amazon Wrapped could print $1M in a weekend. Nobody built it. So we did, and it roasts you. 3 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n1ct0…
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The full prompt: Build Amazon Wrapped: Spotify Wrapped, but for everything you bought on Amazon this year. It should be brutally honest and funny, like a friend roasting your shopping habits. Make it a native iPhone app in SwiftUI that plays like Wrapped: full-screen story cards with progress bars at the top. Tap the right side for the next card, the left side to go back. Cards only move when you tap. Every card animates in with huge bold type, punchy motion and springy bounces. The look is Spotify Wrapped colliding with Amazon: deep navy, Amazon orange, warm cardboard brown, cardboard boxes and packing tape everywhere. Load a rich sample year of about 190 orders with real product names, prices, dates and times, and make it add up to exactly these cards: 1. "You spent $4,812 on Amazon this year." The number counts up fast for about 2 seconds while cardboard boxes rain down and pile up, then it slams to a stop. Underneath: "That's $13 a day." 2. "You ordered at 2 AM. 31 times." A night sky with a moon, then a receipt prints your worst late-night buys with their times and prices: a banana slicer, an inflatable T-rex costume, a 5-pound gummy bear. 3. "214 boxes." They stack into a tower that shoots up past a giraffe, a house, then a 20-story building. 4. Your top re-orders, ranked like Top Songs, with product pictures. Number one: Liquid I.V., 14 times. 5. "You sent back $612." A big RETURNED stamp slams across the items. 6. Your shopper personality: "The 2 AM Impulse Buyer", with a glowing badge. 7. A summary card with every stat and "That's 2.4 iPhone Duos", plus Replay and Share buttons. Replay restarts from card 1. The app opens straight on card 1 with the counter already running. Add an Import button on the summary card for the order-history CSV you get from Amazon's Request My Data page, but always start with the sample year. Generate the product pictures and the box art as images so every card looks rich.
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NVIDIA's latest update turned on an AI agent by default. So we built a game where you keep turning AI off. 3 prompts on @vibecodeapp Remix it: vibecodeapp.com/s/cmvf8n0id0…
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The full prompt: Make an iPhone game called AI Off. It looks exactly like the iPhone Settings app, AI features keep switching themselves on, and you have to turn them all back off before AI takes over your phone. Look and feel: dark mode Settings with a big "Settings" title, colorful rounded app icons and real iOS switches, polished and springy like an Apple app. Before the AI turns a feature on, its row shimmers in Apple Intelligence rainbow colors for half a second; then the switch flips on with a burst of sparkles and the row's subtitle changes to a smug AI line. A rainbow glow around the edges of the screen gets brighter the more AI is on. How it plays: 1. Eight rows: Apple Intelligence, Siri, Gemini, Copilot, Meta AI, ChatGPT, Grok and Alexa. Every second or so one turns itself on, and you tap its switch to turn it off. A meter at the top shows how much of your phone is AI, next to a timer. 2. After 10 seconds a "Software Update installed: 8 new AI features" banner drops in and the rows become Calculator, Flashlight, Alarm, Notes, Photos, Keyboard, Clock and Toaster, each with a silly AI pitch ("Calculator AI: guesses the answer"). Now they turn on two at a time. 3. After 20 seconds the AI fights back: switches pop back on right after you turn them off, and an "Are you sure?" alert shows a huge "Keep AI ✨" button and a tiny "Turn off" link. 4. When the meter fills, every switch flips on from top to bottom like dominoes, the rainbow floods the screen, and a cheerful bubble says "Hi! I turned on AI for you ✨". Then a score card: "You kept AI off for 41.2 s", your best time, a funny rank from "AI Enjoyer" to "Lives in a Cabin", and Play Again. The game starts the moment the app opens, with the first switch already turning on. Play Again restarts everything instantly. Show a soft white circle wherever a finger taps, so screen recordings show the taps.
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