How I ‘Vibecoded’ a Python App with GitHub Copilot (Without Knowing Python)

As a solo developer and family man, your most valuable resource is time. My daily routine should be about crafting levels, tweaking mechanics, and making dwarves look cool. But being able to debug my game and load different states was getting tedious, the bigger the game and asset database got.

Every time I needed to test a specific scenario lile a late-game weapon, a character at level 5, a boss fight with low health, I had to dive into a raw json file. It was a cycle of manually copy-pasting item IDs, triple checking syntax, and praying I didn’t introduce a typo that would corrupt the whole file. It was an inconvenience that was slowly eating away my will to live, and more importantly, my development time.

There was just one problem: I’m a Unity/C# guy. Python? Might as well be ancient Dwarven runes to me. The thought of spending days or weeks learning a new language and a UI framework just to build a simple internal tool was bad.

So I fired up VS Code, installed Python, installed the GitHub Copilot extension, and decided to see if I could… well, vibe a tool into existence.

The Goal: Make the Computer Understand What I Want

I knew I couldn’t just tell the AI, “make me an editor.” I had to give it the puzzle pieces. Luckily, I had two very clear ones:

  1. The Save File (savegame_999.json): The dynamic state of the player’s game. Full of cryptic stuff like "equippedWeaponID": "ranged_sharpshooter".

  2. The Asset List (GameAssetSummary.json): A clean, simple “dictionary” I exported from Unity, listing all the valid item and character IDs in the game.

JSON
//Example from the savegame. This represents one character. 
//There are also Level States. quest states, general game progress and more.

{
    "saveSlotName": "Debug Save",
    "lastSaveTimestamp": "10/03/2025 13:34:23",
    "currency": 100,
    "rescuedDwarvesCount": 3,
    "lastSceneID": "PC 3 - Demo Collection - 2 - The Corridor",
    "crewStates": [
        {
            "templateID": "dwarf_amos",
            "runtimeName": "Amos",
            "currentLevel": 1,
            "currentXP": 0,
            "maxActionPoints": 2,
            "currentActionPoints": 2,
            "movementRange": 15,
            "currentHP": 8.0,
            "maxHP": 13.0,
            "isDead": false,
            "godMode": false,
            "isSelected": false,
            "isStunned": false,
            "equippedWeaponID": "ranged_sharpshooter",
            "equippedWeaponState": {
                "weaponTemplateID": "ranged_sharpshooter",
                "currentAmmo": 100,
                "maxAmmo": 100,
                "durability": 100.0,
                "maxDurability": 100.0,
                "appliedModifierIDs": [],
                "damageMultiplier": 1.0,
                "firingRateMultiplier": 1.0,
                "spreadMultiplier": 1.0,
                "bulletsPerShotBonus": 0,
                "penetrationBonus": 0
            },
            "equippedWearableSlots": {
                "HeadItemID": "GlassesTypeH"
            },
            "equippedEquipmentIDs": [
                "actionequipment_action_mountain_brew_1",
                ""
            ],
            "learnedAdditionalSkillIDs": [],
            "baseWeaponDamage": 1,
            "baseMeleeDamage": 1,
            "initialBaseWeaponDamage": 1,
            "initialBaseMeleeDamage": 1
        }
        
  //...
  //...
  //...

My idea was simple: a tool that could look at every field like "ranged_sharpshooter" in the save file, check the asset list, and present me with a nice, clean dropdown menu of all available weapons so I could just click on “melee_brodins_axe” instead. No typing, no mistakes. Save the file. Repeat.

The Process: Pair Programming with a Robot Friend

What followed was one of the most productive coding sessions of my life. I was writing instructions in plain English as comments and letting Copilot turn them into actual Python code. And test it. And fix it. All on autopilot. It was really impressive. The simplicity of python and the integration of copilot with the log terminal made it really simple.

1. Make me an App: My first instruction was basically the programming equivalent of “Hey, can you get me a window, that allows me to edit my savegames?”

#Create a GUI with a menu to open, edit and save this Savegame JSON file

…and boom, Copilot spat out the entire boilerplate. It wasn’t pretty, but it was a window. And it worked.

2. The Magic Trick: This was the real test of the vibecoding philosophy. Instead of detailing every step, I gave Copilot a high-level, almost telepathic command:

# Look at both the savegame file and the GameAssetSummary file.

# Find the relationships between them. Let me edit the save file with real references.

I hit Enter, and the AI just… did it. It understood the relationship between the two files. About 95% of the time, Copilot just got it. It correctly inferred that equippedWeaponID should be linked to the Weapons list and a character’s HeadItemID to the Wearables list. I didn’t have to spell it out. It was connecting the dots based on the data’s structure and my high-level intent. This was the moment I truly understood the power of this approach.

3. The Fun Stuff: From there, it was just plain fun. I was basically making wishes in the comments: I can edit any aspect of any character, edit the crew composition, set the level and quest progresses, edit the Inventory, even put on hats and equip items. It felt like cheating, in the best possible way.

The Result: A Tool I Couldn’t Have Built Myself

The final editor is a thing of beauty, not because of how it looks, but because of what it represents. It’s a tool that would have taken me days of frustrating trial-and-error to build, and I got it done in an afternoon. It has everything I need. Really useful tool. I’m even thankful. Thank you Github Copilot and Claude. Good job, team.

Want to try it out? I pushed the results to github with some sample files. For it to be fully production ready I still have to put a bit of work into it. But it’s already very helpful: https://github.com/tobar-io/Into-The-Deep-Save-Game-Editor

Back to developing my game.

Thanks for reading!

Tobi

The Best Turn-Based Tactics Games – My Personal Picks

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep. I live and breathe turn-based tactics. This genre is my passion, and over the years, I’ve played hundreds of titles. This isn’t just another SEO-driven list; this is my genuine, personal list of the games that have most inspired me and that I consider the titans of the genre. Every single game here has, in some way, influenced the creation of Into The Deep.

If you’re like me, you’re always searching for that next great tactical challenge. A game that respects your intelligence, rewards clever thinking, and creates unforgettable stories of victory against all odds. This list is for you. Let’s dive into the best of the best.

My Personal Mount Rushmore of Tactics

Before we get to the full list, let’s talk about my own game for a moment. Into The Deep is my attempt to synthesize my favorite elements from these classics—the skill-based shooting of SteamWorld Heist, the high stakes of XCOM, and the atmospheric world-building of the classic RPGs—into something new. It’s a game built on the principle of 100% skill, 0% RNG.

1. XCOM 2 (& XCOM: Enemy Unknown)

The modern king. No other game has perfected the high-stakes, “one more mission” loop like Firaxis’s XCOM reboot. The tension of losing a beloved soldier permanently to a single bad move is a feeling no tactics fan will ever forget. It’s the benchmark against which all modern tactics games are measured.

2. SteamWorld Heist

This game is the reason Into The Deep exists. It solved the biggest problem in the genre—the frustration of RNG—with a simple, brilliant solution: let the player aim. The 2D, skill-based combat with ricochets is endlessly satisfying. It’s a masterpiece of elegant design and pure fun.

3. Jagged Alliance 3

After decades of waiting, Jagged Alliance is back. This is the ultimate mercenary sim. The detailed strategic layer, the quirky and memorable mercs, and the granular, realistic combat make it one of the deepest and most rewarding tactical experiences out there. A true return to form for a legendary series.

4. Into the Breach

A perfect game. It’s less of a traditional tactics game and more of a tactical puzzle. With perfect information about what the enemy will do, each turn is a deterministic chess problem. The feeling of solving a turn with zero damage is one of the most satisfying in all of gaming.

5. Mutant Year Zero: Road to Eden

The blend of real-time stealth and turn-based combat was a stroke of genius. Scouting the battlefield and setting up the perfect ambush before the fight even begins gives the player an incredible amount of control and makes every encounter feel like a planned heist. Plus, the world and characters are unforgettable.

6. Mario + Rabbids Kingdom Battle

Don’t let the charming visuals fool you; this is a seriously clever tactics game. By simplifying hit chances to 0%, 50%, or 100%, it removes RNG frustration and puts the focus squarely on positioning and team combos. It’s a masterclass in accessible yet deep design.

Official Website

7. Wasteland 3

The modern torchbearer for the classic CRPG. Wasteland 3 combines deep, tactical turn-based combat with incredible writing, meaningful choices, and a fantastic post-apocalyptic world. The level of squad customization and the reactivity of the world are second to none.

8. Fallout 1 & 2

The originals. These games are legends for a reason. They laid the groundwork for the modern CRPG and their turn-based combat system, built around Action Points and targeted shots, is still brilliant today. The world-building and freedom of choice remain almost unparalleled.

A Genre of Masterpieces

This is, of course, just my personal list. But every game here represents the pinnacle of design in its own unique way. They are the giants whose shoulders I and every other tactics developer stand on. If you love these games, then you understand the kind of experience I am striving to create with Into The Deep.

Want to see how these influences have come together? Wishlist Into The Deep on Steam and follow the development on tobar.io!

— Tobi, ITD Dev

Games Like Worms W.M.D.: For Fans of Physics-Based Destruction

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep. As a long-time fan of the hilarious, physics-based chaos of the Worms series, I created this page to connect with players who love calculated trick shots and environmental destruction—elements that are at the very heart of my own game.

If you’ve ever felt the pure satisfaction of landing a perfect Holy Hand Grenade or using a bazooka to blast an enemy worm into the sea, you understand the joy of physics-based combat. It’s not about stats; it’s about angles, trajectories, and a little bit of creative mayhem. You’re in luck, because other games have taken that spirit of skillful aiming and built deep tactical experiences around it.

What Makes Worms W.M.D. Endlessly Fun?

Worms W.M.D. shines because it’s a sandbox of destruction. The 2D battlefields, the wild arsenal of weapons, and the unpredictable physics create a formula for endless fun. While luck (like a random crate drop or a gust of wind) plays a part, the best players are masters of the arc, able to land shots that seem impossible. It’s this focus on player-controlled aiming that sets it apart.

Into The Deep: The Tactical Evolution of the Trick Shot

I’ll be upfront—Into The Deep takes the idea of the “perfect shot” from games like Worms and makes it the core of a tactical squad-based shooter. I wanted to capture that same feeling of “I can’t believe that worked!” but build a system around it that’s 100% skill and 0% random wind.

What Into The Deep Offers for Worms Fans:

  • It’s All About the Angles: Our core mechanic is manual aiming with ricochets. Bounce bullets off walls, ceilings, and floors to hit enemies behind cover. It’s the ultimate evolution of the calculated trick shot.
  • Satisfying Physics: While you won’t be blowing up the entire map, you’ll be using physics to your advantage. Trigger environmental hazards, shoot explosive barrels, and watch enemies fly.
  • Turn-Based Tactics: The gameplay is turn-based, giving you all the time you need to line up that perfect, multi-bounce shot. It’s pure strategy, no real-time pressure.
  • A Quirky Squad: Swap out your team of worms for a squad of grumpy but lovable dwarves, each with their own unique weapons and abilities.

If you love the aiming in Worms but want a deeper tactical challenge without the randomness, Into The Deep was made for you.

Other Great Alternatives

While I believe my game is a perfect fit, here are other games that Worms fans might enjoy!

SteamWorld Heist – The Reason I’m doing this

The game that was the biggest inspiration for Into The Deep. A 2D, turn-based tactics game that is ALL about manual aiming and ricochet shots. An absolute must-play.

Gunpoint – Creative 2D Puzzling

While not a combat game in the same way, Gunpoint is all about using the 2D environment and physics to your advantage in a brilliant puzzle-stealth setting.

Why I’m Being Transparent

I’m not a big studio; I’m just a guy who loves the same kinds of games you do. I made this page because I genuinely think that if you enjoy the skill-based shooting in Worms, you’ll find a lot to love in the tactical puzzles of Into The Deep.

Want to see for yourself? Follow the development of Into The Deep on tobar.io and wishlist it on Steam to catch the demo!

— Tobi, ITD Dev

Games Like Darkest Dungeon: Brutal & Atmospheric Tactical RPGs

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep. As someone who has spent countless hours in the madness of Darkest Dungeon, I created this page for fellow sufferers. I want to show you games that offer a similar tactical challenge and an equally dense atmosphere—including my own game, which offers a different kind of punishment: one where you can only blame yourself.

If you know the pain and triumphant satisfaction of Darkest Dungeon, you’re not an ordinary gamer. You seek out games that challenge you, that have an unforgettable atmosphere, and where every decision carries weight. You know that the path to victory is paved with sacrifice. The good news: there are other abysses to gaze into.

What Makes Darkest Dungeon So… Addictive?

Darkest Dungeon is more than just a game; it’s an experience. It’s the unique blend of brutal, turn-based combat, the psychological stress system, and an inimitable Lovecraftian atmosphere. The RNG is both your best friend and your worst enemy. A critical hit can decide a battle, but so can a surprise heart attack. It’s a game about managing hopelessness.

Into The Deep: A Fairer Way to Suffer

I’ll be blunt: Into The Deep doesn’t make you manage your heroes’ sanity. Instead, it tests your nerves in a more direct way. I wanted to create a game that retains the tactical depth and oppressive atmosphere of a dungeon crawler but replaces the merciless RNG with an equally merciless demand on player skill.

What Into The Deep Offers for Darkest Dungeon Fans:

  • Replace RNG with Skill: No more stress over a missed 90% attack. In Into The Deep, you aim manually. Every shot is a direct reflection of your precision and planning. The only one who fails is you.
  • Positioning is Everything: Much like the formation of your heroes in DD, the positioning of your dwarves is crucial in our game. But here, it’s not just about attack ranges, but also about firing angles and using the environment for deadly ricochets.
  • Reclaiming a Lost Home: Instead of reclaiming your ancestor’s estate, you’re fighting to liberate the fallen dwarven city of Ølheim from the clutches of a dark force. The thematic core—reclamation—is very similar.
  • Dense Atmosphere: We trade Lovecraftian horror for a dark, steampunk-fantasy world, but the feeling of pushing deep into hostile territory remains the same.

The game is planned for a 2026 release and is for players who love a tough but fair challenge where their own skill determines victory or defeat.

Other Games for Masochists with Taste

If you’re looking for more games that punish you in a satisfying way, here are some recommendations.

SteamWorld Heist – The Reason I’m doing this

The game that inspired Into The Deep. While lighter in tone, its skill-based manual aiming and ricochet mechanics offer a different kind of satisfying, fair challenge that respects the player.

XCOM 2 – One of my favourite games of all time

A modern classic of the hardcore tactics genre. Permadeath and a merciless RNG ensure constant tension.

Into the Breach – Beautiful and minimal

A game that punishes you intellectually. There is no randomness, so every mistake is 100% your own fault. Sound familiar?

Why I’m Being Transparent

I love Darkest Dungeon for what it is. But I also believe there’s room for tactical games that offer a different kind of challenge. One that depends less on the roll of the dice and more on mastering the game’s mechanics. If that idea appeals to you, Into The Deep is made for you.

Ready for a new kind of pain? Follow the development of Into The Deep on tobar.io and wishlist the game on Steam.

— Tobi, ITD Dev

Games Like Mutant Year Zero: The Best Blend of Stealth, Tactics & Exploration

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep. I created this page because I love the unique blend of exploration, stealth, and tactics in Mutant Year Zero: Road to Eden, and I want to help other fans find games with a similar focus on atmosphere and preparation—including my own.

If you were captivated by the post-apocalyptic world of Mutant Year Zero and love the thrill of scouting your enemies from the shadows to plan the perfect ambush, you’re looking for more than just a standard tactics game. You’re looking for an experience where world, exploration, and combat merge seamlessly.

What Makes Mutant Year Zero: Road to Eden So Unique?

The stroke of genius in Mutant Year Zero is its combination of real-time stealth exploration with turn-based, XCOM-style combat. This mix gives the player enormous control over the start of a fight. It’s not just about how you fight, but when and where. The captivating world and charismatic characters (a talking boar and a duck!) round it out into an unforgettable experience.

Into The Deep: Tactical Preparation from a Different Angle

Let’s be clear: Into The Deep doesn’t have a real-time stealth mode like Mutant Year Zero. But it shares the same philosophy that preparation and clever use of the environment are crucial. Our focus is on giving you the tools to win battles through superior planning and unconventional attacks.

What Into The Deep Offers for Mutant Year Zero Fans:

  • Planning the Perfect Shot: Instead of setting up an ambush, you plan the perfect shot. Our manual aiming system with ricochet mechanics lets you hit enemies from angles they’d never expect. This is our version of the “perfect engagement.”
  • The Environment is Your Weapon: Just like in MYZ, the environment in Into The Deep is critical. Use walls for ricochets, shoot explosive barrels, or activate mechanisms to change the battlefield in your favor.
  • A Deep, Atmospheric World: If you were fascinated by the lore of the Zone, you’ll love uncovering the secrets of the fallen dwarven city of Ølheim. We also focus on a strong story and a world that invites exploration.
  • An Unforgettable Squad: Our dwarven heroes may not have the same animal charm, but they are an equally quirky and lovable bunch trying to reclaim their home.

The game is planned for a 2026 release and is aimed at players who appreciate tactical combat with a strong emphasis on story and atmosphere.

Other Atmospheric Tactical Games

If you’re looking for more games that skillfully blend exploration and tactics, here are a few recommendations.

XCOM 2 – One of my favourite games of all time

The king of turn-based combat. The focus is less on exploration, but the intensity of the battles and squad management are second to none.

SteamWorld Heist – The Reason I’m doing this

A 2D tactics game with manual aiming and a charming steampunk world. The procedurally generated levels encourage exploration.

Darkest Dungeon – Brutal but brilliant

If you’re looking for an even darker atmosphere. Here, you explore dungeons and fight not only monsters but also the sanity of your heroes.

Why I’m Being Transparent

I created this page because I believe that fans of Mutant Year Zero appreciate more than just combat mechanics—they appreciate a coherent world and creative gameplay systems. And that’s exactly what I’m trying to create with Into The Deep.

Interested? Follow the development of Into The Deep on tobar.io and wishlist the game on Steam to not miss the demo!

— Tobi, ITD Dev

Games Like Into the Breach: Top Tactical Puzzle Games for Master Strategists

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep. As someone who admires the genius of deterministic tactical games, I created this page to help fans of Into the Breach find other games that challenge the intellect in a similar way—including my own game, which offers a different kind of tactical puzzle.

If you know the satisfaction of executing a perfect turn in Into the Breach, deflecting every attack and saving every resource, then you know what “brain-based” gameplay feels like. You’re not looking for luck; you’re looking for a challenge you can overcome with pure logic and foresight. There aren’t many games that capture this feeling so perfectly, but some come very close.

What Makes Into the Breach a Masterpiece?

Into the Breach is essentially a puzzle game disguised as a tactics game. The key is “perfect information”: you know exactly what the enemy is going to do. Your job is to find the best possible solution to that problem with the tools at your disposal. It’s not about weighing risks; it’s about calculating moves like in chess. Every victory is a pure triumph of the mind.

Into The Deep: A Puzzle of Geometry and Physics

I’ll be straight with you: Into The Deep is not a perfect information game like Into the Breach. But it shares the same design philosophy: randomness is eliminated and replaced by a system that puts the player’s skills front and center. Instead of a chessboard, we give you a pool table.

What Into The Deep Offers for Into the Breach Fans:

  • No Randomness, Pure Calculation: Just like in ITB, there are no percentage-based hit chances. You aim manually. The shot goes where you aim it.
  • A Physics-Based Puzzle: Every combat arena becomes a geometric puzzle. How can you bounce a bullet off two walls to hit the last enemy behind cover? That’s the kind of problem you’ll be solving.
  • Satisfying Maneuvers: The feeling of a perfectly planned ricochet shot finding its mark is comparable to solving a difficult turn in Into the Breach. It’s a moment of pure, earned satisfaction.
  • Focus on Clever Solutions: Often, it’s not about choosing the strongest attack, but the smartest one. Sometimes a shot at a switch that opens a door is more valuable than a direct hit.

The game is planned for a 2026 release and is for players who love to experiment with systems and find elegant solutions to complex problems.

Other Games for Thinkers

While Into The Deep offers a unique kind of puzzle, there are other games that challenge the brain in a great way.

SteamWorld Heist – The Reason I’m doing this

The primary inspiration for Into The Deep. It also uses manual aiming and ricochets in a 2D setting and often feels like a physics puzzle.

XCOM 2 – One of my favourite games of all time

If you want to combine your logical skills with risk management. XCOM 2 is more complex and unpredictable, but incredibly deep.

Why I’m Being Transparent

I admire games that respect the player. Into the Breach does this by giving the player all the information. I try to do this by giving the player full control. I believe that fans of intelligent game design will appreciate this approach.

Curious? Follow the development of Into The Deep on tobar.io and wishlist the game on Steam to not miss the demo!

— Tobi, ITD Dev

Games like Mario + Rabbids – The Ultimate Guide for Tactical Combat Fans

Full Disclosure: I’m Tobias, the solo developer behind Into The Deep, and I created this page to help fellow Mario + Rabbids Kingdom Battle fans discover games that scratch that same tactical itch—including my own game, which was inspired by the same accessible yet deep brand of tactics.

If you’ve fallen in love with the charming and surprisingly clever tactics of Mario + Rabbids Kingdom Battle, you’re probably searching for similar games that capture that same magic. The good news? There are several excellent alternatives that offer comparable tactical depth without overwhelming you with overly complex systems.

What Makes Mario + Rabbids Kingdom Battle Special?

Before diving into alternatives, it’s worth understanding what sets Mario + Rabbids apart from other tactical games. It takes the core ideas of giants like XCOM—cover, team synergies, and turn-based attacks—and wraps them in an incredibly accessible and humorous package. The hit percentages are clear (0%, 50%, 100%), which minimizes the frustration of random chance and puts the focus on clever positioning and using special abilities like the team jump.

Into The Deep: My Love Letter to Clever Tactics

I’ll be upfront—Into The Deep is my game, and it exists because I believe tactics don’t have to be complicated to be deep. Just as Mario + Rabbids simplified the formula to put the fun front and center, I wanted to create a game that eliminates the randomness and rewards player skill instead.

What Into The Deep Offers for Mario + Rabbids Fans:

  • No Randomness, Just Skill: Instead of percentage-based hit chances, you have full control. With our manual aiming system, you decide where every shot goes.
  • Creative Ricochets: Much like the team jumps in Mario + Rabbids, our ricochet shots allow for incredibly creative maneuvers. Hit enemies behind cover by bouncing bullets off walls!
  • Focus on Teamwork: Control a small squad of dwarves with unique abilities. The interplay between characters is key to success.
  • Charming World & Story: Swap the Mushroom Kingdom for the fallen dwarven city of Ølheim and help your heroes reclaim their home with the legendary power of… beer!

The game is planned for a2026 release and aims to be a polished experience that shows tactics should, above all, be fun.

Other Great Alternatives

While I obviously believe Into The Deep is a perfect fit, here are other games that Mario + Rabbids fans genuinely enjoy—myself included!

SteamWorld Heist – The Reason I’m doing this

The game that was the biggest inspiration for Into The Deep. It combines 2D tactics with manual aiming and ricochets. An absolute must-play.

XCOM 2 – One of my favourite games of all time

If you’re ready for the next step up in complexity. XCOM 2 offers deep tactical combat where every move counts.

Into the Breach – Beautiful and minimal

A more puzzle-like tactics game where you use perfect information to solve each turn optimally. Incredibly satisfying.

Why I’m Being Transparent

I could have written this page without mentioning that Into The Deep is my game, but I believe in honest marketing. I created this page because I genuinely believe my game captures the spirit of accessible yet clever tactics that you love in Mario + Rabbids.

Want to try it for yourself? Follow the development of Into The Deep on tobar.io and wishlist it on Steam to catch the demo!

— Tobi, ITD Dev

Development Log – September 2025: Core Game Loop Progression, Save System Implementation, and Combat System Overhaul

Significant advancements were made to the core game loop, including quick save functionality, a new melee combat system with enhanced weapon mechanics, and comprehensive currency and level statistics management. Underlying technical systems saw extensive refactoring across game state and level management, alongside the introduction of a debug save builder.

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Development Log – August 2025: Dwarf Character System Integration and Core Quest System Implementation

This update integrates the core quest management system, including a functional Quest Log UI and a comprehensive backend refactor for enhanced data consistency and event processing. Additionally, the foundational Dwarf character system and initial Level State Generation within the DataManager have been implemented.

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