Vibecode Playpass
track this build5 steps, step by step0%The mechanics here are not exotic: a signup form, a payment link, a roster table, a round robin schedule generator and a standings page. An agent will get you all of that in a weekend, and if you run one league for one hundred people it will be genuinely fine. The part that hurts is that you are now the payment processor, the refund desk and the support line for parents who cannot find the confirmation email, during the two weeks a year when everyone signs up at once. Waivers, discount codes, waitlists, team invites, partial payments and mid-season roster moves are each small features and collectively a product. Build it if you run the league yourself and like owning your data; do not build it if you are running leagues for other people's money.
You are building a lean indie version of Playpass. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== README.md ===== # Playpass indie build ## Goal Build the smallest trustworthy replacement for the core Playpass workflow for one developer or a tiny team. ## Scope Publishes a league page with a paid registration form, collects Stripe payments, builds teams from the signup list, and generates a round robin schedule with a standings table. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Refunds, chargebacks, failed cards and the payout paperwork all become your problem - No polished mobile experience for players checking game times and RSVPs - Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself - No shared discovery: players cannot find your league the way they find one on a platform - Nobody else answers support email when a parent's registration silently fails If those capabilities are essential, use Playpass instead of pretending the gap is solved. ===== AGENTS.md ===== # Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs". ===== BUILD_PLAN.md ===== # Build plan ## Original build brief Build a self-hosted league registration and scheduling app for a single organizer running recreational sports leagues. Stack, no substitutions: - Next.js 15 with App Router and TypeScript - SQLite via Prisma, file at ./data/app.db - Tailwind CSS, plain and boring, no component library - Stripe Checkout in test mode for payments - Resend for transactional email, fall back to logging emails to console if RESEND_API_KEY is missing - Single admin password from ADMIN_PASSWORD in .env, session cookie, no user accounts for admins Data model: League (name, sport, season dates, fee in cents, capacity, public slug, status), Registration (name, email, phone, notes, waiverAcceptedAt, paymentStatus, stripeSessionId), Team, TeamMember, Game (round, date, homeTeam, awayTeam, homeScore, awayScore). Public side: - /l/[slug] shows league info, remaining spots, and a registration form - Submitting creates a pending Registration and redirects to Stripe Checkout - Webhook at /api/stripe/webhook marks the registration paid and emails a confirmation - If the league is at capacity, put the registration on a waitlist instead of charging - /l/[slug]/schedule shows the generated schedule and a standings table computed from entered scores Admin side at /admin: - Create and edit leagues, view registrations with payment status, export CSV - Manually mark a registration paid or refunded, no Stripe refund API call, just a status field and a note - Auto-assign paid registrations into N teams, allow drag-free manual reassignment via a dropdown per player - Generate a round robin schedule across a list of date slots, regenerate wipes and rebuilds - Enter scores per game, standings recompute from wins, losses, ties and point differential Explicitly out of scope: refunds through Stripe, discount codes, installment payments, a mobile app, push notifications, multi-organizer permissions, analytics, telemetry. All secrets in .env, provide .env.example with DATABASE_URL, ADMIN_PASSWORD, STRIPE_SECRET_KEY, STRIPE_WEBHOOK_SECRET, RESEND_API_KEY. Include a seed script that creates one league with twenty paid registrations so the schedule and standings pages have something to show. README covers local run, Stripe CLI webhook forwarding, and one loud warning that taking real money means real refund and tax obligations. ## Required capabilities - Stripe account in test mode, then live keys if you take real money - transactional email via Resend or SMTP credentials - a small host or VPS that stays up during registration week - someone technical reachable on signup day ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden. ===== .env.example ===== # Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
You are building a lean indie version of Playpass. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== README.md ===== # Playpass indie build ## Goal Build the smallest trustworthy replacement for the core Playpass workflow for one developer or a tiny team. ## Scope Publishes a league page with a paid registration form, collects Stripe payments, builds teams from the signup list, and generates a round robin schedule with a standings table. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Refunds, chargebacks, failed cards and the payout paperwork all become your problem - No polished mobile experience for players checking game times and RSVPs - Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself - No shared discovery: players cannot find your league the way they find one on a platform - Nobody else answers support email when a parent's registration silently fails If those capabilities are essential, use Playpass instead of pretending the gap is solved. ===== AGENTS.md ===== # Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs". ===== BUILD_PLAN.md ===== # Build plan ## Original build brief Build a self-hosted league registration and scheduling app for a single organizer running recreational sports leagues. Stack, no substitutions: - Next.js 15 with App Router and TypeScript - SQLite via Prisma, file at ./data/app.db - Tailwind CSS, plain and boring, no component library - Stripe Checkout in test mode for payments - Resend for transactional email, fall back to logging emails to console if RESEND_API_KEY is missing - Single admin password from ADMIN_PASSWORD in .env, session cookie, no user accounts for admins Data model: League (name, sport, season dates, fee in cents, capacity, public slug, status), Registration (name, email, phone, notes, waiverAcceptedAt, paymentStatus, stripeSessionId), Team, TeamMember, Game (round, date, homeTeam, awayTeam, homeScore, awayScore). Public side: - /l/[slug] shows league info, remaining spots, and a registration form - Submitting creates a pending Registration and redirects to Stripe Checkout - Webhook at /api/stripe/webhook marks the registration paid and emails a confirmation - If the league is at capacity, put the registration on a waitlist instead of charging - /l/[slug]/schedule shows the generated schedule and a standings table computed from entered scores Admin side at /admin: - Create and edit leagues, view registrations with payment status, export CSV - Manually mark a registration paid or refunded, no Stripe refund API call, just a status field and a note - Auto-assign paid registrations into N teams, allow drag-free manual reassignment via a dropdown per player - Generate a round robin schedule across a list of date slots, regenerate wipes and rebuilds - Enter scores per game, standings recompute from wins, losses, ties and point differential Explicitly out of scope: refunds through Stripe, discount codes, installment payments, a mobile app, push notifications, multi-organizer permissions, analytics, telemetry. All secrets in .env, provide .env.example with DATABASE_URL, ADMIN_PASSWORD, STRIPE_SECRET_KEY, STRIPE_WEBHOOK_SECRET, RESEND_API_KEY. Include a seed script that creates one league with twenty paid registrations so the schedule and standings pages have something to show. README covers local run, Stripe CLI webhook forwarding, and one loud warning that taking real money means real refund and tax obligations. ## Required capabilities - Stripe account in test mode, then live keys if you take real money - transactional email via Resend or SMTP credentials - a small host or VPS that stays up during registration week - someone technical reachable on signup day ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden. ===== .env.example ===== # Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
You are building a production product version of Playpass. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== PRODUCT.md ===== # Playpass product brief ## Problem The mechanics here are not exotic: a signup form, a payment link, a roster table, a round robin schedule generator and a standings page. An agent will get you all of that in a weekend, and if you run one league for one hundred people it will be genuinely fine. The part that hurts is that you are now the payment processor, the refund desk and the support line for parents who cannot find the confirmation email, during the two weeks a year when everyone signs up at once. Waivers, discount codes, waitlists, team invites, partial payments and mid-season roster moves are each small features and collectively a product. Build it if you run the league yourself and like owning your data; do not build it if you are running leagues for other people's money. ## Product outcome Publishes a league page with a paid registration form, collects Stripe payments, builds teams from the signup list, and generates a round robin schedule with a standings table. ## Target user A serious builder who needs a maintainable product foundation rather than a one-off demo. ## Required capabilities - Stripe account in test mode, then live keys if you take real money - transactional email via Resend or SMTP credentials - a small host or VPS that stays up during registration week - someone technical reachable on signup day ## Explicit non-goals for v1 - Refunds, chargebacks, failed cards and the payout paperwork all become your problem - No polished mobile experience for players checking game times and RSVPs - Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself - No shared discovery: players cannot find your league the way they find one on a platform - Nobody else answers support email when a parent's registration silently fails ## Success criteria - The primary workflow is measurable end to end. - Setup is reproducible in a clean environment. - Failure, recovery, and support paths are documented. - Product claims match what the implementation actually guarantees. ===== ARCHITECTURE.md ===== # Architecture ## Starting brief Build a self-hosted league registration and scheduling app for a single organizer running recreational sports leagues. Stack, no substitutions: - Next.js 15 with App Router and TypeScript - SQLite via Prisma, file at ./data/app.db - Tailwind CSS, plain and boring, no component library - Stripe Checkout in test mode for payments - Resend for transactional email, fall back to logging emails to console if RESEND_API_KEY is missing - Single admin password from ADMIN_PASSWORD in .env, session cookie, no user accounts for admins Data model: League (name, sport, season dates, fee in cents, capacity, public slug, status), Registration (name, email, phone, notes, waiverAcceptedAt, paymentStatus, stripeSessionId), Team, TeamMember, Game (round, date, homeTeam, awayTeam, homeScore, awayScore). Public side: - /l/[slug] shows league info, remaining spots, and a registration form - Submitting creates a pending Registration and redirects to Stripe Checkout - Webhook at /api/stripe/webhook marks the registration paid and emails a confirmation - If the league is at capacity, put the registration on a waitlist instead of charging - /l/[slug]/schedule shows the generated schedule and a standings table computed from entered scores Admin side at /admin: - Create and edit leagues, view registrations with payment status, export CSV - Manually mark a registration paid or refunded, no Stripe refund API call, just a status field and a note - Auto-assign paid registrations into N teams, allow drag-free manual reassignment via a dropdown per player - Generate a round robin schedule across a list of date slots, regenerate wipes and rebuilds - Enter scores per game, standings recompute from wins, losses, ties and point differential Explicitly out of scope: refunds through Stripe, discount codes, installment payments, a mobile app, push notifications, multi-organizer permissions, analytics, telemetry. All secrets in .env, provide .env.example with DATABASE_URL, ADMIN_PASSWORD, STRIPE_SECRET_KEY, STRIPE_WEBHOOK_SECRET, RESEND_API_KEY. Include a seed script that creates one league with twenty paid registrations so the schedule and standings pages have something to show. README covers local run, Stripe CLI webhook forwarding, and one loud warning that taking real money means real refund and tax obligations. ## Boundaries Separate the product into replaceable modules for interface, application logic, persistence, external integrations, and operational concerns. Keep domain logic independent from delivery frameworks and vendors. ## Production baseline - Configuration: validated at startup with safe local defaults where possible. - Security: least privilege, input validation, secret redaction, rate limits on abuse-prone paths, and no invented security primitives. - Data: explicit schema and migrations, transactional writes where integrity matters, backup and restore instructions. - Integrations: adapters around third-party providers, idempotent webhook or job processing, bounded retries, and timeouts. - Observability: structured logs with request or operation IDs, an error-tracking hook, and health/readiness checks where a server exists. - Quality: unit tests for domain rules, integration tests at module boundaries, and one end-to-end critical-path test. ## Decision records For each major dependency, document why it was chosen, its failure mode, and how it can be replaced. Do not introduce infrastructure until a requirement justifies it. ===== AGENTS.md ===== # Agent instructions - Read `PRODUCT.md` and `ARCHITECTURE.md` before changing code. - Implement milestone by milestone; keep each change reviewable and leave the application runnable. - Treat authentication, payments, encryption, imports, webhooks, and destructive actions as high-risk boundaries when present. - Never invent cryptography or silently weaken a requirement to make a test pass. - Use provider interfaces for external services and deterministic fakes in tests. - Add migrations and rollback or recovery notes for persistent data changes. - Log useful operational context without credentials, tokens, passwords, or personal data. - Update documentation and run all checks before completing a milestone. ===== MILESTONES.md ===== # Delivery milestones ## M0 — Decisions and scaffold - Confirm the runtime, persistence model, threat boundaries, and deployment target. - Create a reproducible local environment and continuous checks. ## M1 — Core workflow - Implement the smallest end-to-end product path with validation and tests. - Keep integrations behind interfaces. ## M2 — Trust layer - Add secure failure behavior, recovery paths, audit-relevant events, and data safeguards. - Test abuse cases and destructive operations. ## M3 — Operability - Add structured logs, error reporting hooks, health signals, backup/restore documentation, and deployment configuration. ## M4 — Release gate - Run a clean-install test, critical-path end-to-end test, dependency review, and documented rollback exercise. - Compare the shipped behavior with `PRODUCT.md` and publish remaining limitations. ===== OPERATIONS.md ===== # Operations ## Before release - Validate configuration and secrets at startup. - Define backup, restore, and rollback procedures and test them. - Document logs, error tracking, health signals, and alert ownership. - Set dependency update and vulnerability review expectations. ## Incident checklist 1. Contain the issue without destroying evidence or user data. 2. Record the timeline and affected scope. 3. Rotate exposed secrets and revoke compromised sessions or credentials. 4. Restore from a verified source when needed. 5. Document the root cause, remediation, and regression test. ## Launch constraint Do not market omitted Playpass capabilities as implemented. The v1 non-goals in `PRODUCT.md` remain user-visible limitations until they are deliberately delivered.
# Playpass indie build ## Goal Build the smallest trustworthy replacement for the core Playpass workflow for one developer or a tiny team. ## Scope Publishes a league page with a paid registration form, collects Stripe payments, builds teams from the signup list, and generates a round robin schedule with a standings table. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Refunds, chargebacks, failed cards and the payout paperwork all become your problem - No polished mobile experience for players checking game times and RSVPs - Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself - No shared discovery: players cannot find your league the way they find one on a platform - Nobody else answers support email when a parent's registration silently fails If those capabilities are essential, use Playpass instead of pretending the gap is solved.
# Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs".
# Build plan ## Original build brief Build a self-hosted league registration and scheduling app for a single organizer running recreational sports leagues. Stack, no substitutions: - Next.js 15 with App Router and TypeScript - SQLite via Prisma, file at ./data/app.db - Tailwind CSS, plain and boring, no component library - Stripe Checkout in test mode for payments - Resend for transactional email, fall back to logging emails to console if RESEND_API_KEY is missing - Single admin password from ADMIN_PASSWORD in .env, session cookie, no user accounts for admins Data model: League (name, sport, season dates, fee in cents, capacity, public slug, status), Registration (name, email, phone, notes, waiverAcceptedAt, paymentStatus, stripeSessionId), Team, TeamMember, Game (round, date, homeTeam, awayTeam, homeScore, awayScore). Public side: - /l/[slug] shows league info, remaining spots, and a registration form - Submitting creates a pending Registration and redirects to Stripe Checkout - Webhook at /api/stripe/webhook marks the registration paid and emails a confirmation - If the league is at capacity, put the registration on a waitlist instead of charging - /l/[slug]/schedule shows the generated schedule and a standings table computed from entered scores Admin side at /admin: - Create and edit leagues, view registrations with payment status, export CSV - Manually mark a registration paid or refunded, no Stripe refund API call, just a status field and a note - Auto-assign paid registrations into N teams, allow drag-free manual reassignment via a dropdown per player - Generate a round robin schedule across a list of date slots, regenerate wipes and rebuilds - Enter scores per game, standings recompute from wins, losses, ties and point differential Explicitly out of scope: refunds through Stripe, discount codes, installment payments, a mobile app, push notifications, multi-organizer permissions, analytics, telemetry. All secrets in .env, provide .env.example with DATABASE_URL, ADMIN_PASSWORD, STRIPE_SECRET_KEY, STRIPE_WEBHOOK_SECRET, RESEND_API_KEY. Include a seed script that creates one league with twenty paid registrations so the schedule and standings pages have something to show. README covers local run, Stripe CLI webhook forwarding, and one loud warning that taking real money means real refund and tax obligations. ## Required capabilities - Stripe account in test mode, then live keys if you take real money - transactional email via Resend or SMTP credentials - a small host or VPS that stays up during registration week - someone technical reachable on signup day ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden.
# Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
# Playpass product brief ## Problem The mechanics here are not exotic: a signup form, a payment link, a roster table, a round robin schedule generator and a standings page. An agent will get you all of that in a weekend, and if you run one league for one hundred people it will be genuinely fine. The part that hurts is that you are now the payment processor, the refund desk and the support line for parents who cannot find the confirmation email, during the two weeks a year when everyone signs up at once. Waivers, discount codes, waitlists, team invites, partial payments and mid-season roster moves are each small features and collectively a product. Build it if you run the league yourself and like owning your data; do not build it if you are running leagues for other people's money. ## Product outcome Publishes a league page with a paid registration form, collects Stripe payments, builds teams from the signup list, and generates a round robin schedule with a standings table. ## Target user A serious builder who needs a maintainable product foundation rather than a one-off demo. ## Required capabilities - Stripe account in test mode, then live keys if you take real money - transactional email via Resend or SMTP credentials - a small host or VPS that stays up during registration week - someone technical reachable on signup day ## Explicit non-goals for v1 - Refunds, chargebacks, failed cards and the payout paperwork all become your problem - No polished mobile experience for players checking game times and RSVPs - Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself - No shared discovery: players cannot find your league the way they find one on a platform - Nobody else answers support email when a parent's registration silently fails ## Success criteria - The primary workflow is measurable end to end. - Setup is reproducible in a clean environment. - Failure, recovery, and support paths are documented. - Product claims match what the implementation actually guarantees.
# Architecture ## Starting brief Build a self-hosted league registration and scheduling app for a single organizer running recreational sports leagues. Stack, no substitutions: - Next.js 15 with App Router and TypeScript - SQLite via Prisma, file at ./data/app.db - Tailwind CSS, plain and boring, no component library - Stripe Checkout in test mode for payments - Resend for transactional email, fall back to logging emails to console if RESEND_API_KEY is missing - Single admin password from ADMIN_PASSWORD in .env, session cookie, no user accounts for admins Data model: League (name, sport, season dates, fee in cents, capacity, public slug, status), Registration (name, email, phone, notes, waiverAcceptedAt, paymentStatus, stripeSessionId), Team, TeamMember, Game (round, date, homeTeam, awayTeam, homeScore, awayScore). Public side: - /l/[slug] shows league info, remaining spots, and a registration form - Submitting creates a pending Registration and redirects to Stripe Checkout - Webhook at /api/stripe/webhook marks the registration paid and emails a confirmation - If the league is at capacity, put the registration on a waitlist instead of charging - /l/[slug]/schedule shows the generated schedule and a standings table computed from entered scores Admin side at /admin: - Create and edit leagues, view registrations with payment status, export CSV - Manually mark a registration paid or refunded, no Stripe refund API call, just a status field and a note - Auto-assign paid registrations into N teams, allow drag-free manual reassignment via a dropdown per player - Generate a round robin schedule across a list of date slots, regenerate wipes and rebuilds - Enter scores per game, standings recompute from wins, losses, ties and point differential Explicitly out of scope: refunds through Stripe, discount codes, installment payments, a mobile app, push notifications, multi-organizer permissions, analytics, telemetry. All secrets in .env, provide .env.example with DATABASE_URL, ADMIN_PASSWORD, STRIPE_SECRET_KEY, STRIPE_WEBHOOK_SECRET, RESEND_API_KEY. Include a seed script that creates one league with twenty paid registrations so the schedule and standings pages have something to show. README covers local run, Stripe CLI webhook forwarding, and one loud warning that taking real money means real refund and tax obligations. ## Boundaries Separate the product into replaceable modules for interface, application logic, persistence, external integrations, and operational concerns. Keep domain logic independent from delivery frameworks and vendors. ## Production baseline - Configuration: validated at startup with safe local defaults where possible. - Security: least privilege, input validation, secret redaction, rate limits on abuse-prone paths, and no invented security primitives. - Data: explicit schema and migrations, transactional writes where integrity matters, backup and restore instructions. - Integrations: adapters around third-party providers, idempotent webhook or job processing, bounded retries, and timeouts. - Observability: structured logs with request or operation IDs, an error-tracking hook, and health/readiness checks where a server exists. - Quality: unit tests for domain rules, integration tests at module boundaries, and one end-to-end critical-path test. ## Decision records For each major dependency, document why it was chosen, its failure mode, and how it can be replaced. Do not introduce infrastructure until a requirement justifies it.
# Agent instructions - Read `PRODUCT.md` and `ARCHITECTURE.md` before changing code. - Implement milestone by milestone; keep each change reviewable and leave the application runnable. - Treat authentication, payments, encryption, imports, webhooks, and destructive actions as high-risk boundaries when present. - Never invent cryptography or silently weaken a requirement to make a test pass. - Use provider interfaces for external services and deterministic fakes in tests. - Add migrations and rollback or recovery notes for persistent data changes. - Log useful operational context without credentials, tokens, passwords, or personal data. - Update documentation and run all checks before completing a milestone.
# Delivery milestones ## M0 — Decisions and scaffold - Confirm the runtime, persistence model, threat boundaries, and deployment target. - Create a reproducible local environment and continuous checks. ## M1 — Core workflow - Implement the smallest end-to-end product path with validation and tests. - Keep integrations behind interfaces. ## M2 — Trust layer - Add secure failure behavior, recovery paths, audit-relevant events, and data safeguards. - Test abuse cases and destructive operations. ## M3 — Operability - Add structured logs, error reporting hooks, health signals, backup/restore documentation, and deployment configuration. ## M4 — Release gate - Run a clean-install test, critical-path end-to-end test, dependency review, and documented rollback exercise. - Compare the shipped behavior with `PRODUCT.md` and publish remaining limitations.
# Operations ## Before release - Validate configuration and secrets at startup. - Define backup, restore, and rollback procedures and test them. - Document logs, error tracking, health signals, and alert ownership. - Set dependency update and vulnerability review expectations. ## Incident checklist 1. Contain the issue without destroying evidence or user data. 2. Record the timeline and affected scope. 3. Rotate exposed secrets and revoke compromised sessions or credentials. 4. Restore from a verified source when needed. 5. Document the root cause, remediation, and regression test. ## Launch constraint Do not market omitted Playpass capabilities as implemented. The v1 non-goals in `PRODUCT.md` remain user-visible limitations until they are deliberately delivered.
$ choose a build depth, inspect the files, then open the complete pack in your agent · this prompt is generated from the build plan · improve it via PR
League organizers are usually volunteers with a day job, and the thing they are actually buying is not scheduling logic, it is not being personally liable when money and children's contact details are involved. Handing registration to a platform means the payment rails, the refund policy, the receipts and the parent complaining that the site did not work are somebody's job description rather than your Sunday. The per registration cost usually comes out of the player's fee anyway, so the organizer never feels it. That is a hard price to beat with a self-hosted app you also have to babysit.
xRefunds, chargebacks, failed cards and the payout paperwork all become your problem
xNo polished mobile experience for players checking game times and RSVPs
xWaivers, medical info handling and minors' data get no compliance thinking unless you do it yourself
xNo shared discovery: players cannot find your league the way they find one on a platform
xNobody else answers support email when a parent's registration silently fails
Nothing worth pointing at. That's why the prompt exists.
Vibecode Playpass
Kinda. The core of Playpass is buildable in a weekend with the prompt on this page, but there are real gaps: Refunds, chargebacks, failed cards and the payout paperwork all become your problem, No polished mobile experience for players checking game times and RSVPs. Read the honest list above before committing.
How much does Playpass cost?
Playpass costs about $12.85/month (Pro, checked 2026-08-18), which is $154.2 per year.
What do I lose by replacing Playpass?
Honestly: Refunds, chargebacks, failed cards and the payout paperwork all become your problem; No polished mobile experience for players checking game times and RSVPs; Waivers, medical info handling and minors' data get no compliance thinking unless you do it yourself; No shared discovery: players cannot find your league the way they find one on a platform; Nobody else answers support email when a parent's registration silently fails. If any of those are load-bearing for you, keep paying.
Is there an open-source alternative to Playpass?
No mature open-source alternative worth pointing at, which is exactly why the one-shot prompt on this page exists.