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I built a fastest-click-wins platform because drawing nam...
David Ivanda · 2026-06-18 · via DEV Community

David Ivanda

The problem

For years I had a recurring problem at work. When equipment gets
written off — laptops, phones, gear — it's often still in great
condition and more people want it than there are spots available.

I tried everything:

  • Drawing names from a hat — people would "accidentally" draw again when no one was looking
  • A shared spreadsheet — easy to manipulate, timestamps unreliable
  • First come, first served — whoever lobbied hardest won

None of it felt truly fair. So I built a solution — for myself.

It started in Croatian

The first version was entirely in Croatian. It was a personal tool,
just for my workplace. I never planned to share it publicly.

Then I showed it to my wife. She's a professional translator, so
language is her thing. She looked at it and said: "This could be
useful for a lot of people. Translate it."

So I did. And here we are.

The solution

dibsl.com — create a timed event, share
a link, and whoever clicks fastest wins a spot.

  • Server-side timestamps — no cheating
  • Anonymous codes — transparent results without exposing emails
  • Waitlist — if a winner steps down, next person gets notified
  • Bot detection — clicks under 150ms are rejected
  • Campaign system — organise multiple drops under one campaign

Tech stack

  • Frontend: Next.js 16, Tailwind CSS
  • Backend: Supabase (PostgreSQL + Realtime)
  • Scheduling: QStash (Upstash) for precise event timing
  • Emails: Resend
  • Hosting: Vercel

The interesting technical challenge

The hardest part was ensuring fairness. Reaction time is calculated
server-side: reakcija_ms = server_click_time - actual_start_time

This means network latency is part of the game — just like in real
drops. But server-side ranking means no one can cheat with
autoclickers or scripts.

What's next

Currently in beta — free to try. Would love feedback on the fairness
angle and any use cases you can think of.

👉 dibsl.com