For reference, here are the supported motions:
case '0': return { type: 'ZERO' };
case '_': return { type: 'START_ROW' };
// --- SEARCH ---
case '/': return { type: 'START_SEARCH' };
case 'n': return { type: 'NEXT_MATCH' };
case 'N': return { type: 'PREV_MATCH' };
// --- MOVEMENT (WASD Removed) ---
case 'h': case 'ArrowLeft': return { type: 'MOVE_CURSOR', dx: -1, dy: 0 };
case 'j': case 'ArrowDown': return { type: 'MOVE_CURSOR', dx: 0, dy: 1 };
case 'k': case 'ArrowUp': return { type: 'MOVE_CURSOR', dx: 0, dy: -1 };
case 'l': case 'ArrowRight': return { type: 'MOVE_CURSOR', dx: 1, dy: 0 };
// --- SKIPS ---
case 'w': return { type: 'NEXT_UNREVEALED' };
case 'b': return { type: 'PREV_UNREVEALED' };
// --- ACTIONS ---
case 'i': case 'Enter': return { type: 'REVEAL' };
case ' ': return { type: 'SMART' };
case 'f': return { type: 'FLAG' };
// --- ADVANCED MOTIONS ---
case '$': return { type: 'MOVE_CURSOR', dx: 999, dy: 0 };
case 'G': return { type: 'GO_BOTTOM' };
case 'g': return { type: 'GO_TOP' };
No macros or block select yet, still fun! probably for the best that /mine doesn't work yetVery nice, only feedback I have rn is you should keep the board state displayed after you hit a mine. I like to look around the board to see what I missed after making a mistake.
Love games like this. I used Vim Snake to make the muscle memory for hjkl finally stick in my brain. (I wish you could disable the insert mode toggling -- it's cute but didn't help when I was trying to break the habit of moving my finger up to press W or Up Arrow and remember that everything is in a straight line.)
Remember to exclude vimium from the site!
This was fun!
It would feel a little more intuitive if w/b worked on groups of unrevealed tiles instead of just moving 1 space when you were already on an unrevealed tile. i.e. unrevealed = words, revealed = spaces. That way, you could also use them to meaningfully navigate around unrevealed groups better than using h/l. I also found myself missing "e" to go to the end of a word, apparently I use it more often than "w".
I really appreciated the attention to detail though, I was delighted when I realized that gg/G/0/$ all worked as expected.
Very useful as someone who's trying to use Vim motions more often, thanks!
Too bad it doesn't display the keyboard on mobile :-(
It is common in traditional roguelikes to support vi keys as an alternative to arrow keys. I use that all the time when playing Brogue. Have a great vi keys muscle memory now thanks to that, but I use Emacs and only rarely vi, so it's not doing me much good.
This is a fun idea and the implementation works pretty well.
The only complaint I have is that enter for clearing feels awkward in conjunction with hjkl movement; maybe add (d)elete and (f)lag as alternatives to enter and space to keep everything on the home row without requiring stretching?
Hi HN,
I’m the creator of zsweep. It’s a keyboard-centric Minesweeper clone where you play entirely using Vim motions (h, j, k, l to move; w/b to skip words; etc.).
The Backstory: I wanted to build a project to get my hands dirty with Svelte 5 and the new Runes system. I also wanted a way to practice Vim muscle memory that wasn't just typing code.
Tech Stack:
Frontend: Svelte 5 (Runes) + SvelteKit
Styling: Tailwind CSS
State: Custom Finite State Machine (FSM) for the game logic
The Challenge: One of the hardest parts was getting the "chording" logic right (where you clear multiple squares at once) while keeping the keyboard navigation feeling instant and "vim-like."
It’s open source, so if you’re curious about how Svelte 5 handles game state, feel free to poke around the code: https://github.com/oug-t/zsweep
I’d love to hear your feedback on the controls or any edge cases you find!
also trying to add features with three.js for better visual impressions.
This is nice! love this
Play at: https://zsweep.com
nice!