OpenAI 2026 hackathon

catch-cat

This is a Google Chrome extension mini-game where users can place walls on the board to trap the cat."

Solo project by kai cui · 1 likes · 0 comments

Archive position — measured, not model output

1 like on Devpost

506 of the 7,856 archived projects have more likes, and 1,758 share exactly 1 — so this project's #769 place in the like-ranked listing is a tie-break inside that group, not a ranking.

Projects (log scale)

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Likes on Devpost. ▲ marks this project's group.

Show the figures
LikesProjectsShare of archive
05,59271.2%
11,75822.4%
22853.6%
3–41321.7%
5–9751.0%
10+140.2%
Devpost like counts for all 7,856 archived projects, captured when this archive was built.

Executive Summary

What the company appears to be

The description states that catch-cat is a Google Chrome extension mini-game built as a casual puzzle game. It is described as a browser-based, offline-first experience where users place walls on a grid to trap a cat. The project was submitted by one developer (kai cui) for the OpenAI 2026 hackathon.

What changed

No evidence of prior versions or evolution is provided in the description. This appears to be a single self-contained project, likely built during a hackathon.

The single most important open question

Is there any indication that this project has moved beyond prototype or hackathon status — for example, whether it has been released publicly, has users, or has generated revenue?

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What The Product Actually Is

The description states that catch-cat is a Google Chrome extension mini-game. It is described as a puzzle game, built using HTML5, CSS3, and JavaScript, and runs 100% locally in the browser.

  • The game involves placing walls on a grid to trap a cat.
  • It uses a pathfinding algorithm (like BFS or A*) to calculate the cat's escape route.
  • It is described as offline-first, with no internet required, no ads, and no user data collection.
  • It includes features like personal leaderboards, cat collection, and privacy-first design.

The product is a browser-based puzzle game, not a SaaS or marketplace. It is a single-player mini-game, likely for casual use during breaks.

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Positioning & Claim Evolution

The description states that the project was inspired by a desire to create a peaceful sanctuary inside the browser, offering a mindfulness escape from modern stress.

  • The game is positioned as a relaxing, offline-first experience.
  • It is described as a cozy, healing mini-game with addictive gameplay.
  • It emphasizes privacy, no ads, and no data collection.
  • It also includes progression elements like unlocking cats and leaderboards.

The positioning is clearly focused on stress relief and casual play, not enterprise or productivity use. The claim evolution appears to be from a hackathon prototype to a fully realized, privacy-focused browser game — though no evidence of further development or release is provided.

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Target Customer & ICP

The description states that the game is designed for users looking for a peaceful, offline escape during work breaks. It targets people who enjoy casual puzzle games, and those seeking mindfulness or stress relief.

  • The game is described as addictive and easy to pick up, suggesting a broad audience.
  • It includes personal leaderboards and cat collection, which may appeal to users who like progression systems.
  • It is built for browser-based use, so the target customer is likely anyone with a Chrome browser.

No specific ICP is defined beyond general user types. The description does not indicate targeting any particular segment (e.g., professionals, students, or gamers).

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Business Model & Pricing Evidence

The description states that the game is 100% free, runs offline, and does not collect user data.

  • There is no mention of pricing, subscriptions, or monetization.
  • The game is described as ad-free and no-cost to play.
  • It uses local storage for saving progress, with no backend or cloud services involved.

No evidence of a business model beyond the free, offline experience is provided. No revenue streams, partnerships, or monetization strategies are mentioned.

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Technical & Delivery Signals

The description states that:

  • The game was built using HTML5, CSS3, and JavaScript.
  • It uses a pathfinding algorithm (like BFS or A*) to calculate the cat's escape route.
  • It is designed to run 100% locally, using Chrome’s Local Storage API.
  • It includes image optimization for 35 cat illustrations within a lightweight extension popup.

These technical details suggest:

  • A lightweight, browser-based solution.
  • Use of standard web technologies.
  • A privacy-first architecture with no backend or cloud dependencies.
  • A gameplay-focused design, likely optimized for performance and user experience.

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Traction & Maturity Signals

The description states that this project was submitted to the OpenAI 2026 hackathon, and it is a single-person effort by one developer (kai cui).

  • No evidence of user adoption, downloads, or active users.
  • No mention of revenue, customers, or market traction.
  • The project appears to be a prototype or hackathon submission, not a product in the market.

There is no indication that catch-cat has moved beyond its initial development phase. No evidence of a public release, user base, or monetization is provided.

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Competitive Context

The description does not mention any competitors or similar products.

  • It is unclear whether there are similar browser-based puzzle games or cat-themed mini-games.
  • The game’s unique features (e.g., pathfinding AI, cat collection) may differentiate it from others, but no comparison is made.

No evidence of a competitive landscape is provided. The project appears to be self-contained, with no indication of market positioning or competitor analysis.

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Key Risks & Red Flags

  • No traction or user data: The project is described as a hackathon submission with no evidence of real-world usage.
  • Single developer: With only one team member, there are risks related to scalability, maintenance, and long-term development.
  • Unproven monetization model: No indication of how the product might generate revenue or sustain itself beyond its initial release.
  • No public release or distribution channel: The project is not described as publicly available or distributed outside of a hackathon context.

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Diligence Questions To Ask The Founders

  1. Has catch-cat been released publicly, and if so, where?
  2. Are there any plans to monetize the game (e.g., through ads, in-app purchases, or premium features)?
  3. What is the current status of development — is it still being maintained or updated?
  4. How many users are estimated to be playing the game, if any?
  5. Has the team considered expanding beyond the browser extension format (e.g., mobile apps or web platforms)?

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Investment/Partnership Verdict

The description states that catch-cat is a single-person hackathon project with no evidence of traction, revenue, or public release.

  • It is described as a browser-based puzzle game, not a scalable business.
  • No evidence of a business model, customers, or market demand is provided.
  • The project appears to be a prototype, not a product in the market.

Verdict Not evidenced as a viable investment or partnership opportunity. The project lacks commercial traction, scalability, and monetization potential based on the self-reported description alone.

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Source

Submitted to the OpenAI 2026 hackathon on Devpost. Project home on DevPost.

The analysis above was generated by a language model from the project's own one-line description. It is not independent research and contains no verified traction, revenue or customer data.