23 | Content Creator & Dev / Ex Microsoft

Joined August 2026
Zero retweeted
Vibecoding an arcade beat 'em up with local co-op, wizard shops, and spell upgrades using Claude Opus 5.5 is genuinely wild Instead of spending months wrestling with game engines and animation states, this entire pixel art world was built entirely through prompts. Here is the exact developer pipeline: → architect core combat systems, combo counters, and local 6 player co-op logic from scratch → prompt Claude to code distinct hero classes like Paladins, Archmages, Rogues, and Monks → build interactive wizard shops, spell upgrades, and colossal multi stage boss fights → fine tune frame-by-frame attack animations, particle effects, and dynamic hit reactions The real solo game dev workflow isn't manual engine configuration. It’s a continuous loop: vibecoded architecture → live combat testing → system balancing → infinite scaling. Arcade beat 'em ups. Zero studio bloat.
Claude Opus 5.5 is completely changing how solo devs build online multiplayer RPGs Building a real-time action RPG with permadeath used to take a 10 person studio two years. Until Opus started handling the full stack architecture for just $100 in a weekend Here is the exact developer pipeline: → scaffold a real-time multiplayer backend and Three.js rendering engine in a single weekend → prompt Claude to generate 9 unique classes, deep talent trees, and seamless mobile browser support → code hardcore mechanics like permanent character death, tiered dungeons, and endgame raids → deploy online and watch real players log over 5,000 hours of total playtime with zero architectural limits The real solo game dev workflow isn't manual backend configuration It’s a continuous loop: architectural scaffolding → live playtesting → rapid expansion → infinite gameplay When an AI can code a fully working online multiplayer ARPG in 48 hours, game dev stops being about writing syntax and becomes purely about system design save this before your next solo coding sprint ↓
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Vibecoding an arcade beat 'em up with local co-op, wizard shops, and spell upgrades using Claude Opus 5.5 is genuinely wild Instead of spending months wrestling with game engines and animation states, this entire pixel art world was built entirely through prompts. Here is the exact developer pipeline: → architect core combat systems, combo counters, and local 6 player co-op logic from scratch → prompt Claude to code distinct hero classes like Paladins, Archmages, Rogues, and Monks → build interactive wizard shops, spell upgrades, and colossal multi stage boss fights → fine tune frame-by-frame attack animations, particle effects, and dynamic hit reactions The real solo game dev workflow isn't manual engine configuration. It’s a continuous loop: vibecoded architecture → live combat testing → system balancing → infinite scaling. Arcade beat 'em ups. Zero studio bloat.
Claude Opus 5.5 is completely changing how solo devs build online multiplayer RPGs Building a real-time action RPG with permadeath used to take a 10 person studio two years. Until Opus started handling the full stack architecture for just $100 in a weekend Here is the exact developer pipeline: → scaffold a real-time multiplayer backend and Three.js rendering engine in a single weekend → prompt Claude to generate 9 unique classes, deep talent trees, and seamless mobile browser support → code hardcore mechanics like permanent character death, tiered dungeons, and endgame raids → deploy online and watch real players log over 5,000 hours of total playtime with zero architectural limits The real solo game dev workflow isn't manual backend configuration It’s a continuous loop: architectural scaffolding → live playtesting → rapid expansion → infinite gameplay When an AI can code a fully working online multiplayer ARPG in 48 hours, game dev stops being about writing syntax and becomes purely about system design save this before your next solo coding sprint ↓
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Claude Opus 5.5 is completely changing how solo devs build online multiplayer RPGs Building a real-time action RPG with permadeath used to take a 10 person studio two years. Until Opus started handling the full stack architecture for just $100 in a weekend Here is the exact developer pipeline: → scaffold a real-time multiplayer backend and Three.js rendering engine in a single weekend → prompt Claude to generate 9 unique classes, deep talent trees, and seamless mobile browser support → code hardcore mechanics like permanent character death, tiered dungeons, and endgame raids → deploy online and watch real players log over 5,000 hours of total playtime with zero architectural limits The real solo game dev workflow isn't manual backend configuration It’s a continuous loop: architectural scaffolding → live playtesting → rapid expansion → infinite gameplay When an AI can code a fully working online multiplayer ARPG in 48 hours, game dev stops being about writing syntax and becomes purely about system design save this before your next solo coding sprint ↓
Opus 5.5 is actually insane for building pixel-art indie games Stop using Midjourney for game assets, it has zero resolution awareness and instantly ruins your grid Here is the exact developer pipeline: → sketch your initial concept and pull visual references from Pinterest → ask Opus to write custom Python scripts that draw pixel-perfect art programmatically → clean up the output manually in GNU Image Manipulation or Photoshop → supply real-world motion references (like how natural creature movement works) to build a custom animation rig The real game dev workflow isn't prompt-guessing It’s a continuous loop: sketch → Opus code generation → reference correction → manual polish Precise pixels. Total programmatic control.
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Claude Opus 5.5 is completely changing how indie devs build local co-op games Building local multiplayer used to mean drowning in WebSocket boilerplate just to sync mobile phones as gamepads, until Opus started handling the browser architecture instead Here is the exact developer pipeline: → scaffold a browser-based party game where mobile phones act as native controllers → build core multiplayer mechanics like dynamic split-screen views and co-op boss arenas → prompt Claude live during your game night to spawn new biomes and expand maps on the fly → render your cinematic game trailer and pixel-art assets straight through the model The real multiplayer development workflow isn't manual netcode setup It’s a continuous loop: browser architecture → live testing → mid-game expansion → infinite gameplay Smartphones as controllers. Zero netcode pain.
Opus 5.5 is actually insane for building pixel-art indie games Stop using Midjourney for game assets, it has zero resolution awareness and instantly ruins your grid Here is the exact developer pipeline: → sketch your initial concept and pull visual references from Pinterest → ask Opus to write custom Python scripts that draw pixel-perfect art programmatically → clean up the output manually in GNU Image Manipulation or Photoshop → supply real-world motion references (like how natural creature movement works) to build a custom animation rig The real game dev workflow isn't prompt-guessing It’s a continuous loop: sketch → Opus code generation → reference correction → manual polish Precise pixels. Total programmatic control.
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Opus 5.5 is actually insane for building pixel-art indie games Stop using Midjourney for game assets, it has zero resolution awareness and instantly ruins your grid Here is the exact developer pipeline: → sketch your initial concept and pull visual references from Pinterest → ask Opus to write custom Python scripts that draw pixel-perfect art programmatically → clean up the output manually in GNU Image Manipulation or Photoshop → supply real-world motion references (like how natural creature movement works) to build a custom animation rig The real game dev workflow isn't prompt-guessing It’s a continuous loop: sketch → Opus code generation → reference correction → manual polish Precise pixels. Total programmatic control.
here’s how to solo dev polished indie games with claude opus 5.5... opus handles game logic, combat mechanics, and complex frame-by-frame animations better than any model before it the trick is structuring your codebase for rapid iteration, but there’s a smart way to set it up: - step 1: define your core game loop, state management, and combat hitboxes directly in Claude - step 2: map out character states and sprite animation frames (like sword dashes, slash arcs, and hit reactions) - step 3: script complex particle effects and crystal-shatter death animations entirely through code - step 4: let the model handle smooth animation timing and rig transitions without manual keyframe dragging - step 5: iterate rapidly on the standard $20 plan without needing a dedicated art or animation team what used to take an experienced studio team months of manual work can now be prototyped and shipped by a solo dev in weeks save this before your next game jam project ↓
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here’s how to solo dev polished indie games with claude opus 5.5... opus handles game logic, combat mechanics, and complex frame-by-frame animations better than any model before it the trick is structuring your codebase for rapid iteration, but there’s a smart way to set it up: - step 1: define your core game loop, state management, and combat hitboxes directly in Claude - step 2: map out character states and sprite animation frames (like sword dashes, slash arcs, and hit reactions) - step 3: script complex particle effects and crystal-shatter death animations entirely through code - step 4: let the model handle smooth animation timing and rig transitions without manual keyframe dragging - step 5: iterate rapidly on the standard $20 plan without needing a dedicated art or animation team what used to take an experienced studio team months of manual work can now be prototyped and shipped by a solo dev in weeks save this before your next game jam project ↓
here’s how to build procedural voxel worlds with opus 5.5 & fable 5.5... opus 5.5 drives the core layout while leveraging fable's early engine to generate floating islands, lighting grids, and asset placement directly from a single concept the trick is letting the model handle procedural distribution, but there’s a smart way to set it up: - step 1: feed your core concept and aesthetic rules into opus 5.5 & fable 5.5 (fantasy floating islands, neon particle rings, dreamy pastel skybox) - step 2: let the engine generate the base terrain mesh and block distribution - step 3: layer in secondary assets (waterfalls, floating UI elements, rotating rings) - step 4: bake dynamic lighting and particle effects directly into the voxel grid - step 5: export the complete scene straight into your game engine with zero manual block-placing stop treating AI like a digital paintbrush. treat it like a world engine controller that handles density so you can focus entirely on the horizon save this before your next world building project
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here’s how to build procedural voxel worlds with opus 5.5 & fable 5.5... opus 5.5 drives the core layout while leveraging fable's early engine to generate floating islands, lighting grids, and asset placement directly from a single concept the trick is letting the model handle procedural distribution, but there’s a smart way to set it up: - step 1: feed your core concept and aesthetic rules into opus 5.5 & fable 5.5 (fantasy floating islands, neon particle rings, dreamy pastel skybox) - step 2: let the engine generate the base terrain mesh and block distribution - step 3: layer in secondary assets (waterfalls, floating UI elements, rotating rings) - step 4: bake dynamic lighting and particle effects directly into the voxel grid - step 5: export the complete scene straight into your game engine with zero manual block-placing stop treating AI like a digital paintbrush. treat it like a world engine controller that handles density so you can focus entirely on the horizon save this before your next world building project
here’s how to transfer complex motion onto 3d characters with tripo ai + fable 5.5... fable 5.5 maps reference movement onto any custom mesh, frame by frame previous versions (like 5.1 and opus 5.5) completely choked on weapon interactions, but there’s a smart way to set it up now: - step 1: generate your base 3d character asset in tripo ai and export the rigged model - step 2: capture or source a clean reference video for the exact motion you want to transfer - step 3: feed both assets into fable 5.5, which handles skeleton retargeting way smoother than version 5.1 - step 4: configure the prop interaction bounds so complex actions like sheathing a sword don't clip through the mesh - step 5: run the motion transfer pipeline and export the animated sequence into your engine - step 6: clean up minor foot sliding and micro-jitter in post-processing and the catch that finally makes it work... stop trying to manually keyframe prop interactions. fable 5.5 actually understands hand to weapon contact now, as long as your reference footage is clean save this before your next 3d animation sprint ↓
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here’s how to transfer complex motion onto 3d characters with tripo ai + fable 5.5... fable 5.5 maps reference movement onto any custom mesh, frame by frame previous versions (like 5.1 and opus 5.5) completely choked on weapon interactions, but there’s a smart way to set it up now: - step 1: generate your base 3d character asset in tripo ai and export the rigged model - step 2: capture or source a clean reference video for the exact motion you want to transfer - step 3: feed both assets into fable 5.5, which handles skeleton retargeting way smoother than version 5.1 - step 4: configure the prop interaction bounds so complex actions like sheathing a sword don't clip through the mesh - step 5: run the motion transfer pipeline and export the animated sequence into your engine - step 6: clean up minor foot sliding and micro-jitter in post-processing and the catch that finally makes it work... stop trying to manually keyframe prop interactions. fable 5.5 actually understands hand to weapon contact now, as long as your reference footage is clean save this before your next 3d animation sprint ↓
here’s how to make pro motion graphics with claude opus 5.5 + invideo editor... opus writes the timeline and builds every motion graphic, layer by layer, through MCP the trick is treating video editing as a structured layer stack, but there’s a smart way to set it up: - step 1: connect opus 5.5 to invideo editor through the official MCP server - step 2: send 1 reference video + a clear brief: “glowing green spotify background, artist portraits, playlist cards, and smooth screen transitions” - step 3: opus builds it track by track: background > portraits > UI cards > text overlays - step 4: keep every asset separated onto isolated timeline layers (text, graphics, music, and SFX on independent tracks, exactly like you see on screen) - step 5: render the final composition for just 0.5 credits (spent only on sound effects) - step 6: open the timeline and make manual tweaks if you want to adjust the pacing and the rule that saves the project... never let an AI flatten your video into a single track. always force it to distribute elements across isolated layers so you keep 100% control over timing save this before your next video project ↓
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Finally... I put DeepSeek Flash inside Claude Code and made Opus 5.5 the boss The price difference is f*cking unreal... Same agent task: > about $0.20 on Flash-1017 > around $10 on Opus 5 that's from DeepSeek's own DeepSWE chart. and Flash scored higher on it, 77.0 vs 74.0 50x. for the same task. and most people are still paying the $10 version for every single step The pipeline is stupid simple: prompt → Opus 5.5 plans → Flash builds + tests → 2 tries per fix → Opus 5.5 reviews the diff the expensive brain does 2 things. the cheap hands do everything else why this setup prints money: > Flash runs the long, boring 80%. builds, tests, retries > one long session per project. cached input is $0.003 per 1M, rereading your repo is basically free > heavy runs go off-peak. nights and weekends, half the price > every fix gets 2 tries, then it's parked. no runaway loop eating your budget > Opus 5.5 only reads the final diff. you pay frontier prices for minutes, not hours what I'd use it for first: > client sites and small tools. same price to the client, built for cents > overnight refactors you'd never run on Opus money > fixed-price 3D and game demos, the exact stuff Flash was trained on it plugs into Claude Code with a few env vars. no new tool, same terminal one catch: DeepSeek's chart compares Opus 5, not 5.5. and Flash is cheaper, not faster still. if your agents run on the most expensive model for every step, someone doing the same work for 50x less is already underpricing you Set it up once and thank me later
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here’s how to make pro motion graphics with claude opus 5.5 + invideo editor... opus writes the timeline and builds every motion graphic, layer by layer, through MCP the trick is treating video editing as a structured layer stack, but there’s a smart way to set it up: - step 1: connect opus 5.5 to invideo editor through the official MCP server - step 2: send 1 reference video + a clear brief: “glowing green spotify background, artist portraits, playlist cards, and smooth screen transitions” - step 3: opus builds it track by track: background > portraits > UI cards > text overlays - step 4: keep every asset separated onto isolated timeline layers (text, graphics, music, and SFX on independent tracks, exactly like you see on screen) - step 5: render the final composition for just 0.5 credits (spent only on sound effects) - step 6: open the timeline and make manual tweaks if you want to adjust the pacing and the rule that saves the project... never let an AI flatten your video into a single track. always force it to distribute elements across isolated layers so you keep 100% control over timing save this before your next video project ↓
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Finally... I made a database prompt that fixes slow SQL queries for Claude Code & Postgres The difference is f*cking unreal... No more sequential scans: EXPLAIN plan → index fix → 10x speedup → in one prompt Send it to Claude Code and thank me later
Jev + Claude... I still can't believe how broken this combination is I packed the reasoning of Claude and the speed of Jev into ONE workflow - now 99% of traditional AI coding agents look slow, dumb, and expensive The pipeline is completely seamless: prompt → Claude plans → Jev decides & scopes → Claude writes diff → Jev validates → result → Jev strips routing from Claude: the LLM never decides *which* file to touch or *when* to retry; it only writes the implementation → Pre-flight context pruning: instead of dumping an entire repository into Claude's context, Jev isolates only the 2-3 required files in ~35 ms → Bounded terminal safety: shell commands, npm installs, and git operations pass through a typed Jev gate before executing → Zero-hallucination verification: a Jev Noul check mathematically confirms that every function and import in the diff exists in your codebase → Hard confidence gates: ≥0.90 confidence merges automatically, 0.60-0.89 requests a 1-click review, <0.60 halts immediately → Runs directly inside Claude Code or Cursor while cutting token consumption by ~75% Most developers give Claude raw terminal access and pray it doesn't break production Pairing it with Jev turns an unpredictable chatbot into a disciplined software engineer everyone will call "obvious" by 2030
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software features are no longer locked inside closed apps claude + REA can rebuild any feature from how it behaves, not from its code REA shows what a program does. Claude writes a new version from a spec. The two never touch. here’s how: > run npx rea-agents setup, then restart Claude Code > pick one feature in an app you own. ask REA how it works and to show the evidence > save the behavior and the rules in a spec file. no original code inside > open a fresh Claude session with only that spec. let it build > test it against the original. then break your own code on purpose. if the tests still pass, they’re too weak one REA case rebuilt a DX-Ball sound function in C. it passes 3,205 test cases from the original. the trick isn’t the AI. it’s the tests.
Closed-source apps just lost their last hiding place... These 5 GitHub repos let your AI agent reverse engineer apps, binaries and network traffic Send to your Claude: > REA (255K stars) - one MCP for reverse engineering: native binaries, Electron, .NET, Android APKs, websites. Runs locally github.com/morluto/rea > Ghidra (88K stars) - NSA’s free decompiler. Disassembly, decompiling and scripting on Windows, Mac and Linux github.com/NationalSecurityA… > mitmproxy (45K stars) - intercepts HTTP/2 and WebSocket traffic. Shows what an app sends and receives github.com/mitmproxy/mitmpro… > Frida (22K stars) - hooks into running apps on desktop and mobile. Works from the CLI github.com/frida/frida > GhidraMCP (11K stars) - MCP server for Ghidra. Your agent decompiles, renames functions and lists imports on its own. Has a headless mode github.com/LaurieWired/Ghidr… Start with REA: npx rea-agents setup Send this to your Claude, then ask it to trace one feature in an app you own
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Closed-source apps just lost their last hiding place... These 5 GitHub repos let your AI agent reverse engineer apps, binaries and network traffic Send to your Claude: > REA (255K stars) - one MCP for reverse engineering: native binaries, Electron, .NET, Android APKs, websites. Runs locally github.com/morluto/rea > Ghidra (88K stars) - NSA’s free decompiler. Disassembly, decompiling and scripting on Windows, Mac and Linux github.com/NationalSecurityA… > mitmproxy (45K stars) - intercepts HTTP/2 and WebSocket traffic. Shows what an app sends and receives github.com/mitmproxy/mitmpro… > Frida (22K stars) - hooks into running apps on desktop and mobile. Works from the CLI github.com/frida/frida > GhidraMCP (11K stars) - MCP server for Ghidra. Your agent decompiles, renames functions and lists imports on its own. Has a headless mode github.com/LaurieWired/Ghidr… Start with REA: npx rea-agents setup Send this to your Claude, then ask it to trace one feature in an app you own
REA (Reverse Engineer Anything) might be the most absurd open-source MCP on GitHub right now It bridges AI agents directly into decompilers, turning any compiled software into readable architecture: local binary / app → REA extracts logic via MCP → Claude analyzes → clean-room rebuild step 1 → how it works: instead of hallucinating how an app functions, your agent queries REA to trace the exact function, call graph, and data structures step 2 → deep format coverage: native x86/ARM binaries (via Ghidra, Hopper, IDA), Electron apps, .NET assemblies, Android APKs, and WASM bytecode step 3 → zero-runtime inspection: for Electron apps (Slack, Notion, Discord), REA extracts and maps `app.asar` modules and IPC bridges without even launching the process step 4 → single-prompt setup: `npx rea-agents@latest setup` registers the MCP server directly into Claude Code, Cursor, or Codex step 5 → trace execution paths: target a specific feature, trace its internal logic from user interaction down to binary instructions, and export clean pseudocode step 6 → clean-room reconstruction: the agent uses recovered evidence to write a full technical specification, then rebuilds the feature from scratch in your own stack step 7 → know the boundaries: no magic on stripped, obfuscated servers; REA reads local artifacts, extracts verifiable evidence, and your agent builds the clean implementation the result: every app on your computer stops being a black box and becomes something you can read, explain and rebuild as your own version
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REA + Opus 5.5 is f*cking dangerous... Send this single prompt to Claude Opus and reverse-engineer any paid closed-source app sitting on your computer There is zero reason to keep paying for monthly SaaS licenses when the source logic is already downloaded to your SSD When an AI agent maps out the entire call stack, those proprietary apps become nothing more than open documentation Copy the exact system prompt below and thank me later
REA (Reverse Engineer Anything) might be the most absurd open-source MCP on GitHub right now It bridges AI agents directly into decompilers, turning any compiled software into readable architecture: local binary / app → REA extracts logic via MCP → Claude analyzes → clean-room rebuild step 1 → how it works: instead of hallucinating how an app functions, your agent queries REA to trace the exact function, call graph, and data structures step 2 → deep format coverage: native x86/ARM binaries (via Ghidra, Hopper, IDA), Electron apps, .NET assemblies, Android APKs, and WASM bytecode step 3 → zero-runtime inspection: for Electron apps (Slack, Notion, Discord), REA extracts and maps `app.asar` modules and IPC bridges without even launching the process step 4 → single-prompt setup: `npx rea-agents@latest setup` registers the MCP server directly into Claude Code, Cursor, or Codex step 5 → trace execution paths: target a specific feature, trace its internal logic from user interaction down to binary instructions, and export clean pseudocode step 6 → clean-room reconstruction: the agent uses recovered evidence to write a full technical specification, then rebuilds the feature from scratch in your own stack step 7 → know the boundaries: no magic on stripped, obfuscated servers; REA reads local artifacts, extracts verifiable evidence, and your agent builds the clean implementation the result: every app on your computer stops being a black box and becomes something you can read, explain and rebuild as your own version
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REA (Reverse Engineer Anything) might be the most absurd open-source MCP on GitHub right now It bridges AI agents directly into decompilers, turning any compiled software into readable architecture: local binary / app → REA extracts logic via MCP → Claude analyzes → clean-room rebuild step 1 → how it works: instead of hallucinating how an app functions, your agent queries REA to trace the exact function, call graph, and data structures step 2 → deep format coverage: native x86/ARM binaries (via Ghidra, Hopper, IDA), Electron apps, .NET assemblies, Android APKs, and WASM bytecode step 3 → zero-runtime inspection: for Electron apps (Slack, Notion, Discord), REA extracts and maps `app.asar` modules and IPC bridges without even launching the process step 4 → single-prompt setup: `npx rea-agents@latest setup` registers the MCP server directly into Claude Code, Cursor, or Codex step 5 → trace execution paths: target a specific feature, trace its internal logic from user interaction down to binary instructions, and export clean pseudocode step 6 → clean-room reconstruction: the agent uses recovered evidence to write a full technical specification, then rebuilds the feature from scratch in your own stack step 7 → know the boundaries: no magic on stripped, obfuscated servers; REA reads local artifacts, extracts verifiable evidence, and your agent builds the clean implementation the result: every app on your computer stops being a black box and becomes something you can read, explain and rebuild as your own version
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HOLY SH*T! 10 Jev repos that turn Opus 5.5 into a cheaper, safer coding setup Opus 5.5 builds. but you don’t want it burning tokens on every small decision around the build. these 10 repos hand those decisions to Jev, a fast, cheap model that only answers bounded questions: which model should take this task, did the work really get finished, does this edit break a team rule 01 model-router → hooks into subagent spawning in Claude Code and asks Jev how hard the task is: lookups go to Haiku, bounded judgment to Sonnet, open-ended work to Opus. the default mode only logs its pick, auto mode actually sets the model github.com/Akurganow/model-r… 02 effortless → a bar above the Claude Code prompt that sets reasoning effort for every message and shows context fill plus a prompt-cache countdown, with one-click handoff or compact. Haiku is the default judge, Jev is an optional faster one that Haiku backs up when it’s unsure github.com/HeyCubit/effortle… 03 jev-lint → after every edit by Claude Code or Codex, a hook checks the new lines against your team’s rules in about 0.3 s, things like tests that can never fail or user IDs trusted from the client, so the agent fixes them while the file is still open github.com/ckorhonen/jev-lin… 04 Jevris → a local control layer that sits next to Claude Code, Codex, Kilo, OpenCode or Antigravity. facts, permissions and verification stay in plain code, Jev only answers bounded questions, and a task counts as done only when independent evidence says so. release candidate, install from source for now github.com/CryptVenture/Jevr… 05 visual-proof → for Vite apps: a watcher re-shoots the screens you touched on every save, and finish packs the stills (plus a replay video if ffmpeg is installed) into a proof block, failing if a changed screen has no clean frame. optional model checks compare the stills with the claim you wrote, and Jev prunes routes and writes captions github.com/communal-hub/visu… 06 CloakBrowser Agent → give it a goal in plain language: Jev picks each click or keystroke in about 0.3 s, a stealth Chromium performs it with human-like input, and the coding agent gets back only the relevant page sections as markdown. MCP server, CLI and Python API, CAPTCHAs not handled github.com/CloakHQ/CloakBrow… 07 jev-doc-search → no vector DB: PageIndex turns a long PDF into a tree of sections, and Jev picks one branch per level until it lands on the pages that answer the question. tested on a 93-page and a 318-page annual report github.com/VectifyAI/jev-doc… 08 ex-regex → a Python library shaped like re, except the match test is meaning: sub, findall and extract take a plain-English description. a finder proposes spans, Jev scores them, and every result is a verbatim slice of your input with offsets github.com/nothans/ex-regex 09 anofox-decide → a DuckDB extension that adds decide_probability, decide_choice and decide_table to SQL, so you can score or classify rows with Jev. remote calls stay off until you opt in, and local models can run fully offline github.com/DataZooDE/anofox-… 10 jevals → agent evals and guardrails from a single request: the quickstart packs six checks (tool choice, use of tool results, grounding, scope, indirect injection, PHI) into one call, and the same checks can act as gates that allow, escalate or block a tool call. alpha github.com/openlayer-ai/jeva… the one repo here with a clean before/after is jev-lint. its author ran the same tasks with the hook off and on: Claude Code, 96 runs → 2.38 rule violations per task without the hook, 1.21 with it Codex, 48 runs → 1.67 without, 0.92 with it that’s roughly half the violations, for about $0.04 extra per task. a violation caught at the edit costs a few seconds. the same one caught in review costs a whole fix and re-review round that’s the job for the cheap fast model: check the edit while the agent still has the file open keep Opus 5.5 for building and hard reasoning. let Jev answer small, bounded questions, and let plain code enforce the result and handle anything the model isn’t sure about pick the repo that removes your biggest bottleneck
Jev + Claude... I still can't believe how broken this combination is I packed the reasoning of Claude and the speed of Jev into ONE workflow - now 99% of traditional AI coding agents look slow, dumb, and expensive The pipeline is completely seamless: prompt → Claude plans → Jev decides & scopes → Claude writes diff → Jev validates → result → Jev strips routing from Claude: the LLM never decides *which* file to touch or *when* to retry; it only writes the implementation → Pre-flight context pruning: instead of dumping an entire repository into Claude's context, Jev isolates only the 2-3 required files in ~35 ms → Bounded terminal safety: shell commands, npm installs, and git operations pass through a typed Jev gate before executing → Zero-hallucination verification: a Jev Noul check mathematically confirms that every function and import in the diff exists in your codebase → Hard confidence gates: ≥0.90 confidence merges automatically, 0.60-0.89 requests a 1-click review, <0.60 halts immediately → Runs directly inside Claude Code or Cursor while cutting token consumption by ~75% Most developers give Claude raw terminal access and pray it doesn't break production Pairing it with Jev turns an unpredictable chatbot into a disciplined software engineer everyone will call "obvious" by 2030
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This prompt turns Claude into a research desk that doesn’t make things up → Scout finds the sources → Reader pulls the key claims → Skeptic hunts for holes → Fact-checker verifies every number Every claim has a link. No link, no claim. Save this, then paste it into Claude
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Holy sh*t... I finally locked Claude Code into an autonomous self-healing loop This single prompt forces Claude to test and debug its own code until it’s 100% clean: Write code → run tests → catch error → auto-fix → repeat It writes the diff, reads the failure trace, and keeps patching until every test passes green Paste it into Claude Code rn ↓
Jev + Claude... I still can't believe how broken this combination is I packed the reasoning of Claude and the speed of Jev into ONE workflow - now 99% of traditional AI coding agents look slow, dumb, and expensive The pipeline is completely seamless: prompt → Claude plans → Jev decides & scopes → Claude writes diff → Jev validates → result → Jev strips routing from Claude: the LLM never decides *which* file to touch or *when* to retry; it only writes the implementation → Pre-flight context pruning: instead of dumping an entire repository into Claude's context, Jev isolates only the 2-3 required files in ~35 ms → Bounded terminal safety: shell commands, npm installs, and git operations pass through a typed Jev gate before executing → Zero-hallucination verification: a Jev Noul check mathematically confirms that every function and import in the diff exists in your codebase → Hard confidence gates: ≥0.90 confidence merges automatically, 0.60-0.89 requests a 1-click review, <0.60 halts immediately → Runs directly inside Claude Code or Cursor while cutting token consumption by ~75% Most developers give Claude raw terminal access and pray it doesn't break production Pairing it with Jev turns an unpredictable chatbot into a disciplined software engineer everyone will call "obvious" by 2030
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Want it to run while you're away? Wrap the loop in a script: it repeats up to 8 rounds and stops the moment the tests go green, so it can never spin forever Save the loop prompt in CLAUDE.md first, then run it
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Claude as a full motion design studio is f*cking insane Drop this prompt into Opus and watch it generate the spring physics, kinetic typography, and video code for you Concept → animation physics → production-ready render Try this in Claude Code and thank me later ↓
Jev + Claude... I still can't believe how broken this combination is I packed the reasoning of Claude and the speed of Jev into ONE workflow - now 99% of traditional AI coding agents look slow, dumb, and expensive The pipeline is completely seamless: prompt → Claude plans → Jev decides & scopes → Claude writes diff → Jev validates → result → Jev strips routing from Claude: the LLM never decides *which* file to touch or *when* to retry; it only writes the implementation → Pre-flight context pruning: instead of dumping an entire repository into Claude's context, Jev isolates only the 2-3 required files in ~35 ms → Bounded terminal safety: shell commands, npm installs, and git operations pass through a typed Jev gate before executing → Zero-hallucination verification: a Jev Noul check mathematically confirms that every function and import in the diff exists in your codebase → Hard confidence gates: ≥0.90 confidence merges automatically, 0.60-0.89 requests a 1-click review, <0.60 halts immediately → Runs directly inside Claude Code or Cursor while cutting token consumption by ~75% Most developers give Claude raw terminal access and pray it doesn't break production Pairing it with Jev turns an unpredictable chatbot into a disciplined software engineer everyone will call "obvious" by 2030
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