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Lalith

@Lalith

Joined July 29th, 2026

  • 89Devlogs
  • 19Projects
  • 17Ships
  • 278Votes
Just a random guy from my country tryna learn coding and make some money✌🏻
Ship Changes requested

Hustlenix Music v0.1 is ready to ship 🎧

10 months, a lot of code, and one questionable response to a music teacher later…

This started because my school music teacher kept scolding me about my coarse singing voice.

Most people would probably practice singing. I decided I was going to write music through code instead. My ego and my coding abilities apparently had other plans. 😭

That’s how I got into Strudel, a live-coding environment for making music.

But somewhere along the way, I got a bigger idea. Instead of just writing compositions, why not build an entire music player around them? Something with a library, search, playback controls, and an editor, all wrapped in an interface that feels like an actual music app.

That idea became Hustlenix Music.

From a music experiment to an actual app

The concept sounded simple enough: Strudel for the music, HTML, CSS, and JavaScript for the app.

The implementation was another story.

I wasn’t just trying to make a page that played audio. I wanted the experience around the music to feel complete, while keeping the ability to experiment with the compositions themselves. I also wanted the interface to feel familiar without making a straight copy of Spotify.

I’ve been working on this for around 10 months. Not all that work made it into the devlogs, either. Some development time simply wasn’t recorded, so the logged hours aren’t a complete account of the project’s history.

I also used Codex for a substantial part of the implementation, as disclosed in the project’s AI declaration. The goal was to build and finish the product, not pretend every line came directly from my keyboard.

What’s in v0.1?

The first beta includes:

  • Six original instrumentals that users can listen to.
  • Playback controls for play, pause, resume, and stop.
  • Search to find music.
  • A local library for the available tracks.
  • A composition editor where changes can be previewed live.

I’ve kept this release focused on original instrumentals. My experiments studying famous songs aren’t included in the beta.

There’s plenty more I could add, but I don’t want the project stuck in development forever because I keep finding one more thing to tweak.

Why ship it now?

At some point, another feature isn’t as valuable as getting the current version in front of people.

This beta is my first proper attempt at bringing the whole idea together: music made with Strudel, a music-player interface, and tools to experiment with compositions in one place.

It’s not the final version of what I imagine Hustlenix Music could become. It’s the first version that brings the core idea into a usable product.

And honestly, that’s a milestone worth reaching.

What’s next?

For now, I want to get this version out there, see how the experience holds up, and work out what genuinely needs improving.

There will probably be bugs, rough edges, and ideas I’ll want to revisit. That’s part of shipping something instead of leaving it as an unfinished project.

What began as a slightly ridiculous reaction to being criticised for my singing has turned into a project I’ve spent months building.

I still can’t promise my singing has improved.

But at least I built a music player. 💀

Hustlenix Music v0.1: let’s ship it.

🎵 Live demo: [https://hustlenix.github.io/strudelify/]
💻 Source code: [https://github.com/Hustlenix/strudelify]

Try project → See source code →
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41m 6s logged

Hustlenix Music v0.1: Ready to Ship 🎧

I think Hustlenix Music is finally ready for its first release!

This project has been in the works for around 10 months, and it’s taken a lot longer than I originally expected. Not all the development time made it into the devlogs, but I’m happy with where it’s ended up.

The v0.1 beta includes:

  • 6 original instrumental compositions
  • Play, pause, resume, and stop controls
  • Music search
  • A local library
  • An editor where you can make changes to compositions and preview them live

The main idea was to combine Strudel’s live-coded music with the experience of using a proper music player. I wanted something familiar to use, but with the ability to experiment with the music itself.

For this beta, I’ve kept the focus on original instrumentals. My famous-song experiments aren’t included.

A lot of the implementation was done with Codex, as explained in the project’s AI declaration.

I’m shipping this version because I’d rather get the core experience out there than keep endlessly tweaking it without real feedback.

This is v0.1, so there’s definitely more to improve. But for now, Hustlenix Music is ready to meet its first listeners.

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4h 48m 3s logged

Devlog 3: Getting Ready to Ship v0.1

I think Hustlenix Music is finally ready to ship! 🎧

The v0.1 beta currently includes:

Six original instrumental compositions

Play, pause, resume, and stop controls

Search for finding music

A local music library

An editor for previewing changes to compositions

The goal for this first release is to get the core experience into people’s hands rather than keep adding features forever.

One important detail: the beta focuses on original instrumentals. My studies of famous songs aren’t included in this release.

There’s still room to improve the interface and the overall experience, but this feels like a good point to release the first version and see how it holds up outside development.

Hustlenix Music started as an attempt to make music through code. Now it’s becoming a music player built around that idea.

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Ship

Shipped LevelUp!
It started as a way to make a long self-development video easier to read. Now it has 28 chapters, practical plans, habits, focus timers, and a daily mission system. You can save an idea from a chapter and actually try it instead of forgetting it five minutes later.
Milo is the little companion that reacts to your reading and focus activity. Everything important works locally, without an account or trackers. There’s also an offline progress system called Nexus, which handles changes across tabs and lets you move progress using encrypted files.
This update mostly brought the different parts together. I fixed mobile layouts, added larger text and a quick tutorial, and made backups include the newer features. Cloud chat still needs work, and the app could be simpler, but the full version is live now.
Try it: https://hustlenix.github.io/LevelUp/

  • 1 devlog
  • 9h
  • 12.16x multiplier
  • 112 Stardust
Try project → See source code →
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9h 10m 36s logged

Finishing touches, i think this is coming to and end, so i lokced in in these 10 hours and did some major changes, like used HCB APi key and give MILO an life so it can interact with you guys, and bumped up the UI/UX to and next level and: Milo Talk with offline guidance and explicit approval before saving suggested actions.
Replayable walkthrough and app-wide text sizing up to 150%.
Distinct Deep Work/Cyberpunk themes; preserved Light/Dark.
Install guidance, offline support, refreshed screenshots, and technical documentation.
Fixed Settings headings and Deep Work contrast.
As per your reviews and real time feedback, thank you guys!

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Ship

What a journey.

I genuinely didn’t expect this project to get this big.

Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game.

And that’s how it ended up with 105 playable games.

There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress.

One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip.

They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons.

The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics.

And I definitely found problems.

Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me.

I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise.

Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be.

I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding.

The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario.

If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good.

🎮 Play: https://hustlenix.github.io/Iron-Mario/

💻 Source: https://github.com/Hustlenix/Iron-Mario

Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way.

That’s it for this ship. ❤️

  • 10 devlogs
  • 46h
  • 16.47x multiplier
  • 740 Stardust
Try project → See source code →
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5h 15m 17s logged

Final Devlog: Iron-Mario. What a journey.

I genuinely didn’t expect this project to get this big.

Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game.

And that’s how it ended up with 105 playable games.

There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress.

One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip.

They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons.

The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics.

And I definitely found problems.

Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me.

I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise.

Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be.

I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding.

The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario.

If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good.

🎮 Play: https://hustlenix.github.io/Iron-Mario/

💻 Source: https://github.com/Hustlenix/Iron-Mario

Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way.

That’s it for this ship. ❤️

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5h 2m 9s logged

DEVLOG 1: Plan:
What I am planning to do is an pixl kinda game which has jessica in it, and an ai chatbot of jessica at the corener of the game, and when you order the food, you can interact with jessica too.

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Ship Changes requested

Finally shipping Infinite Colour Craft!! 🎨

The idea came from playing Infinite Craft and wondering what it’d be like if you could mix colours instead of random objects.

It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, what’s the point of discovering all these colours if you can’t actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more.

I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is 😭 There’s also a Grimoire for keeping track of recipes, palettes, quests and daily challenges.

The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so I’ve been trying to clean that up.

My favourite part is being able to discover a colour and then immediately use it in a drawing. That’s basically the whole reason I made this.

If you’re trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because I’m genuinely curious what it thinks your drawings are 💀

Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/

Code: https://github.com/Hustlenix/Infinite-Colour-Craft

Would love to know what you think, especially if something breaks!

  • 1 devlog
  • 19h
Try project → See source code →
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53m 15s logged

Devlog 2: Ten Months in the Making

I’ve been working on Hustlenix Music for around 10 months, but not all of that work made it into the devlogs. Some of the time simply wasn’t recorded, so the logged hours don’t represent the entire development journey.

I’m now getting close to shipping the first beta, and I’ve been working on the visual design.

I want the interface to feel familiar to anyone who’s used a modern music streaming app, without directly copying Spotify’s design.

The main challenge is balancing that familiar experience with what makes Hustlenix Music different: its Strudel-based compositions and built-in editor.

I’m trying to make it feel like a music player first, rather than a coding tool with a music-player interface attached.

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109h 41m 56s logged

Devlog 1: How It Started

This project started because my school music teacher kept scolding me about my coarse singing voice. Naturally, my response was to try writing music through code. Because apparently, that was the reasonable option. 😭

I started experimenting with Strudel, a live-coding environment for making music. But then I had another idea: what if I built an entire music player around it using HTML, CSS, and JavaScript?

That became Hustlenix Music.

The interesting part isn’t just generating music with code. It’s building the experience around it: a library, search, playback controls, and an editor that lets you experiment with compositions.

The goal is to make something that feels like a proper music app while keeping the music itself editable through Strudel.

This is a much bigger project than I initially expected, but that’s how it started.

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1h 14m 23s logged

Nah man, idk why but my ideas are many but my executions are none, because of that i change my ideas once in a while and lose my mind over it, now my idea is to recreate those old digital games like pong, tetris and stuff but with my pixl animation and a lil help from Chat JiBi-BiGi-GPT and make some money by running ads on it. first is to get my idea on to play, get audience and make money thats it! wish me luck

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1h 29m 16s logged

I really started working on what i said on my past devlog, which was changing the directory and after working on it for few hours, it is only showing 1.5 hr💔🥀 its okay man. anyways i have made only few assets, many more to go!!!!!!!!!!! here are the few which i made using aspertite and character genrator:

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3h 0m 51s logged

Hi guys, this is the turning point of my idea, where i change the whole ddirectory of my game. Iron mario isnt looking suitable for my amaizing pixl game so i am gonna name it: OnlyEducation, to bypass school desktop restrictions and you guys play my game! And my idea is to add as many nostalgic games as i could and make it a good gaming platform!

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5h 46m 5s logged

I got a feedback saying that this game is not gat good and stuff. so as you guys know that i recently bought few itch.io assets from itch.io obviosly. with that i used them to make 100s of characters in minutes effort lessly, and to elivate the whole game and flip it, i game few great changes in these 5-6 hours, like adding my fav heisengurg in the game+ adding 100s of characters+ added many villagers and more!

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2h 59m 24s logged

As you can see, till now i was only using my MS paint and my time for asset genrations and stuff, which is painstackinginglt time taking and boring, but thanks to stardance, on my last ship they game me 10$ to spend in itch.io, i didnt use it much, but after buying few assets in it is is soooo easy to genrate assets. SHOUTOUT TO STARDANCE

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