Recursive Descent: Vibe Coded Rogue-like in Common Lisp A developer used 'vibe coding' to create a rogue-like game in Common Lisp, leveraging an LLM to write most of the code while making targeted adjustments. The game features a real-time, turn-based hybrid loop with a functional core and stateful wrapper, running at 20Hz to avoid input aliasing. The front end is a thin HTML/JavaScript client that communicates with the back end via WebSocket. I was talking with Amit Patel of Red Blob Games http://www.redblobgames.com/ the other day and he mentioned that he had been participating in a programming endeavor where people were creating variations of rogue-like games based on a tutorial https://rogueliketutorials.com/ . He had just begun experimenting with vibe coding and figuring out how to do it and what works for him. This sounded like an interesting idea, so I decided to try it out myself. I began with the basic tutorial, but since I'm a Lisp programmer, I decided to vibe code the game in Common Lisp. I had a few goals in mind: I mostly vibe coded this, but I did step in and make adjustments here and there. For example, I specifically requested that the LLM use a functional programming style, and I asked it to refactor large files into smaller ones. Getting started was tricky. I basically wanted a simple terminal emulator in the browser that would would display a fixed-width grid of characters that the back end could update. I wanted to be able to send keypresses to the back end and have it update the display. I didn't have a clear idea about how to do this, so I experimented a bit and came up with something relatively easy. The front end is a simple HTML page with a