01 · Roasts
One Fandom, 65 Repos
Every single notable repo is 'Space Engineers [something]'. You've built an entire engineering firm — for a video game. se-multigrid-projector, se-better-terminal, se-toolbar-manager, se-sections... it's giving 'world-class consultant, one client.'
CI? Never Heard of Her
11 repos scored, exactly zero have CI. You have HAS_TESTS=yes on one repo out of twelve. You're shipping Harmony IL transpilers and threading code into a live game engine with zero automated safety net. Bold strategy.
97% Python, 0 Python Stars
Your langPcts scream Python developer, yet every starred repo is C#. Your Python work — 97% of your codebase by bytes — collectively holds 4 stars. The language carrying your portfolio is the one barely showing up.
se2-game-decompiler: The 26-Minute Repo
Created 2026-03-23 21:35, last commit 2026-03-23 22:01. 5 KB. 2 commits. This repo had a shorter lifespan than most PR review cycles. At least you documented the legal warnings.
104 PRs, 40 Followers
You filed 104 pull requests this year — enough to rank in the top tier for community contribution — yet you have 40 followers. You're doing the work of an A-tier contributor with the visibility of someone who joined last Tuesday.
Built using
Zoral
Shadows one worker for a week, then takes over their job with zero extra setup. Behaves exactly like the original.
zoral.ai
02 · Category breakdown
- Impact25% weight68C
- Consistency20% weight65C
- Quality20% weight69C
- Depth15% weight65C
- Breadth10% weight35F
- Community10% weight55D
03 · Stats
365-day commit heatmap
160 active days
Language distribution
- Python97%
- C#3%
- GDScript0%
- Batchfile0%
- Rust0%
- Shell0%
04 · Numbers
Owned repos
non-fork
46
Commits
last 12 months
530
Followers
40
Joined GitHub
Jun 2012
05 · Top repos
viktor-ferenczi /
se-multigrid-projector
Space Engineers game plugin enabling multi-grid blueprint projection with repair/welding. Typed C#, structured codebase with 30+ recent commits, supporting client/server/dedicated server deployment.
viktor-ferenczi /
se-performance-improvements
Specialized performance optimization plugin for Space Engineers using Harmony patching. Typed C# with tests, structured multi-file layout, comprehensive configuration system, and targeted optimizations for grid operations and conveyor systems.
viktor-ferenczi /
se-sections
Space Engineers plugin implementing grid section copy/cut/blueprint operations with stateful selection UI. Active indie project with clean architecture and configuration system, though minimal external adoption and no test coverage.
viktor-ferenczi /
se2-client-plugin-template
Well-structured C# plugin template for Space Engineers 2 with comprehensive docs, typed code, and attribute-driven UI generation. Minimal adoption (1 star) but solid technical craft and complete developer tooling.
viktor-ferenczi /
se-toolbar-manager
Space Engineers plugin adding toolbar save/load profiles and staging area UI. C# codebase with structured architecture, proper config management, MIT licensed. Niche utility for a single game with minimal adoption (4 stars).
viktor-ferenczi /
se-better-terminal
Typed C# plugin for Space Engineers terminal UI with feature-rich filtering, group renaming, and context menus. Demonstrates solid architecture via Harmony patching and modular Logic classes, but minimal adoption (1 star, personal project).
viktor-ferenczi /
se-dev-skills
Specialized skill library for Space Engineers agentic coding environments. Provides Python-based indexing and search tooling for plugin/mod/script development across 5 skills (303 KB, 30 recent commits). Has README, license, .gitignore, structured multi-skill layout, but lacks tests and CI.
viktor-ferenczi /
se2-dev-skills
Skill library for Space Engineers 2 plugin development, featuring C# code indexing and search tooling using Tree-sitter. Typed Python backend with structured multi-file layout and detailed README, but no tests, CI, or release history outside the experimental stage (0 stars, 6 recent commits).
viktor-ferenczi /
se-simple-log
Niche Space Engineers plugin in C# that removes timestamps from log files. MIT-licensed, 110KB codebase with README and .gitignore, but no tests or CI. 6 commits in last 30 days shows modest maintenance.
viktor-ferenczi /
se-dotnet-compat
Internal .NET compatibility patch library for Space Engineers' Pulsar loader. Typed C# with structured patches (preloader, transpiler, harmony patches) for runtime compatibility but experimental scope (1 star, declared internal-use-only).
viktor-ferenczi /
skills
A personal skills library documenting 10 agent-facing workflows and operational guides (like RLM, stabilization-loop, safe-commands) with clear SKILL.md documentation and a structured directory. Early-stage project with active development but minimal external adoption.
viktor-ferenczi /
se2-game-decompiler
Development utility scripts and batch files for decompiling Space Engineers 2 using ILSpy. Single-day creation with minimal commits; no tests or CI. Typed language absent (Batchfile). README documents setup but repo is configuration-only.
06 · Timeline
- Jun 14, 2012Joined GitHub
- Mar 15, 2021Created se-multigrid-projector — Multigrid Projector plugin for the Space Engineers game.
- Nov 25, 2021Created se-toolbar-manager — Toolbar Manager plugin for the Space Engineers game.
- Jan 30, 2022Created se-performance-improvements — Plugin to improve the performance of Space Engineers client and servers.
- Dec 12, 2024Created se-better-terminal — Terminal UI improvements for Space Engineers.
- Dec 16, 2024Created se-sections — Copy, cut and blueprint grid sections in Space Engineers.
- Jan 7, 2026Created se-dotnet-compat — .NET Core compatibility patches for Space Engineers 1. This is an internal package used by the Pulsar loader and should not be used by players directly.
- Jan 10, 2026Created se-dev-skills — Skill library for Space Engineers plugin, mod and in-game script development. Usable with Claude Code, Cline and other agentic coding harnesses.
- Jan 23, 2026Created skills — See https://agentskills.io and https://skills.sh
- Feb 5, 2026Created se-simple-log — Removes the timestamp from the log file names. The game will use only two log files and overwrite them. Client plugin for Space Engineers 1.
- Mar 23, 2026Created se2-game-decompiler — Scripts and configuration to decompile the Space Engineers 2 game using ILSpy.
- Mar 23, 2026Created se2-dev-skills — Space Engineers 2 development skills.
- Apr 12, 2026Created se2-client-plugin-template — Client plugin template for Space Engineers 2.
- Apr 23, 2026Most recent push to se2-client-plugin-template
07 · Compare
08 · Rubric
How this score was produced
Overall = Σ (category × weight) + gentle top-end curve
Tier thresholds
▸ How the pipeline works
- 01Scrape.Pull every non-fork repo pushed in the last 90 days, plus your contribution calendar, followers, and language byte counts — straight from GitHub's REST & GraphQL APIs.
- 02Triage.A small model reads every repo's file tree + README and picks the 20 files per repo that actually reveal how you code.
- 03Grade each repo. All repos run in parallel through a fast scoring model that reads the picked files and rates each one independently on Impact, Quality, and Depth — with evidence citations.
- 04Aggregate. A larger reasoning model combines the per-repo scores with server-computed stats (heatmap, commit cadence, language entropy, follower count) to produce the 6-dimension profile score + roasts.
- 05Correct.Deterministic server-side checks enforce anchor-scale floors (e.g. a profile with 2,000+ public commits can't score 30 Consistency) and recompute the final verdict.
~90 seconds per profile, ~$0.25 in compute. Total of ~240 files read across your top-12 repos. One rating per GitHub account per day.
▸ Data sources & caveats
- Heatmap & commit totals: GitHub GraphQL
contributionsCollection— covers the last 365 days, includes private repos when the user has opted in (default). - Language %: byte totals across the top 30 owned non-fork repos.
- Curve: a small upward nudge centered on raw score ≈ 70, capping at 100. Prevents specialists from being unfairly penalised for narrow breadth.
- Anchor corrections: when server-measured signals (e.g. privateWorkLikely, multiRepoVolume, follower count) mandate a minimum category score, the aggregation step enforces it. These are signal-conditional, not identity-based floors.