
superVIMus is a browser puzzle game controlled with hjkl. The idea is straightforward: make the player use Vim movement through short levels until the keys stop feeling strange.
Why a game
At first, Vim movement is awkward. You know what h, j, k, and l do, but your hands still reach for the arrows. A game gives you quick feedback and an immediate reset instead of making you practise inside a text editor.
The levels are built around that. Corridors force horizontal movement, turns punish arrow-key muscle memory, vertical sections make j and k useful, and resets stay short. If a level takes too long, the focus shifts from the keys to solving the level.
The build
I moved from an HTML keyboard toy to Godot once it became a real game. Grid movement, collisions, level scenes, collectables, sound, and browser export all fitted the engine. The project folder is still called vimto-the-hole, which is about right for its early state.
Stack
Godot for the game and a browser export for sharing it.
Where it stands
It is focused and playable. I would add a clearer difficulty curve and perhaps track mistakes per level, but I would not turn it into a full Vim course. The point is getting hjkl into your hands.