A Minimalist Coffee Bean Rating System Built with Go and Htmx
Hey HN! After years of experiencing hit-or-miss coffee bean purchases, I built a simple solution to crowdsource coffee bean ratings. The problem is straightforward: buying new coffee beans is a gamble, and with rising prices, a bad bag is both disappointing and costly. The solution is a no-frills web app built with Go, HTMX, and Tailwind CSS. No accounts required, no JavaScript frameworks, just a simple 5-star rating system for coffee beans. Technical Stack: - Backend: Go - Frontend: HTMX + Tailwind CSS - No user accounts (intentionally) - Progressive web app I deliberately chose HTMX over a…
What it does
In the maker’s words, at launch
Hey HN! After years of experiencing hit-or-miss coffee bean purchases, I built a simple solution to crowdsource coffee bean ratings. The problem is straightforward: buying new coffee beans is a gamble, and with rising prices, a bad bag is both disappointing and costly. The solution is a no-frills web app built with Go, HTMX, and Tailwind CSS. No accounts required, no JavaScript frameworks, just a simple 5-star rating system for coffee beans. Technical Stack: - Backend: Go - Frontend: HTMX + Tailwind CSS - No user accounts (intentionally) - Progressive web app I deliberately chose HTMX over a JavaScript framework to keep things minimal and fast. The entire app is server-rendered with sprinkles of interactivity where needed. You can try it at RoastQuest.com and let me know what you think and how I can make it better. This is my first time using HTMX in production - happy to discuss the experience and trade-offs.
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I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold…
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