OpenAI 2026 hackathon

Jumping on Coals

An original album about burnout, transformed into a tactile eight-chapter game.

Solo project by Daniel Nash · 0 likes · 0 comments

Archive position — measured, not model output

0 likes on Devpost

2,264 of the 7,856 archived projects have more likes, and 5,592 share exactly 0 — so this project's #4,743 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

Jumping on Coals is a self-described, single-person project that presents an interactive web-based game structured around an original album about burnout. The author describes it as a tactile, eight-chapter game where each chapter corresponds to a song from the album. It uses pixel art and audio-driven mechanics to reflect emotional states and cycles of burnout.

What changed

The project evolved during OpenAI Build Week using GPT-5.6 and Codex to complete an earlier prototype into a playable, cross-disciplinary experience combining music, visual storytelling, interaction design, and game engineering. The author notes that prior attempts were halted due to technical limitations but were revived with AI assistance.

Single most important open question

Is there any evidence of traction, revenue, or customer adoption beyond the author's own account?

Note: This analysis is based entirely on self-reported information from the project description and submission. No external verification or historical data are available.

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What The Product Actually Is

  • The description states that Jumping on Coals is a "37–42 minute pixel-art web game structured by the eight songs of the original album."
  • It is described as not being a conventional rhythm game or music visualizer.
  • Each song owns a chapter, and each chapter sets its dramatic duration, changes what the player sees and does.
  • The game includes mechanics such as managing Heat and Flow, collecting fireflies, crossing beams, digging in and out of holes, and making narrative choices.
  • Music shapes the environment, pacing, and available activity; silence never takes control away from the player.
  • The final return to the swing is mechanically satisfying and accompanied by a scored variation on the original theme.

Inference: The product appears to be an experimental, emotionally driven interactive experience that uses music as a structural and emotional framework. It is not a commercial game but rather an artistic endeavor.

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Positioning & Claim Evolution

  • The description states: “An original album about burnout, transformed into a tactile eight-chapter game.”
  • The author frames the project as a way to inhabit the cycle of burnout rather than simply hear it explained.
  • It is positioned as an exploration of emotional states through gameplay, not as a commercial product or entertainment offering.
  • The author emphasizes that AI tools (GPT-5.6 and Codex) helped realize a creative vision they had been unable to complete alone.

Inference: The positioning has evolved from an idea in concept form to a realized prototype with emotional depth and narrative structure, enabled by AI-assisted development.

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Target Customer & ICP

  • Not evidenced.
  • No information provided about who plays or might play the game beyond the author’s personal experience.
  • No mention of target demographics, user personas, or intended audience segments.

Finding: Absence of evidence regarding target customer or ideal customer profile (ICP).

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Business Model & Pricing Evidence

  • Not evidenced.
  • No indication of monetization strategy, pricing model, or revenue streams.
  • The project is described as a personal artistic endeavor and not a business venture.

Finding: No evidence of any business model or pricing structure.

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Technical & Delivery Signals

  • Built with Phaser.js, TypeScript, Vite, HTML5, Web Audio API, and OpenAI tools (Codex, GPT-5.6).
  • Uses Arcade Physics, responsive presentation, touch controls, and deterministic judge shortcuts.
  • The author mentions using AI to analyze repository structure, implement mechanics, coordinate audio timing, debug code, and validate builds.
  • The game is publicly playable online.

Inference: The technical stack suggests a modern web-based interactive experience. AI tools were used extensively in development, indicating a hybrid human-AI creative process.

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Traction & Maturity Signals

  • Not evidenced.
  • No data on user engagement, downloads, playtime, or feedback.
  • The project is described as publicly playable but lacks any metrics or adoption indicators.
  • The author notes that the game was completed during a hackathon and is now available for public play.

Finding: No evidence of traction or maturity beyond completion in a development context.

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Competitive Context

  • Not evidenced.
  • No mention of competitors, similar products, or market positioning.
  • The project does not appear to be part of an existing category or marketplace.

Finding: No competitive landscape or market context provided.

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Key Risks & Red Flags

  • The project is a solo effort with no team or organizational structure. This raises questions about scalability and long-term maintenance.
  • The lack of revenue, customers, or traction suggests limited commercial viability.
  • The focus on emotional storytelling and artistic expression may limit mainstream appeal or monetization potential.
  • The use of AI tools in development could raise concerns around intellectual property or reproducibility if not clearly defined.

Inference: Risks include lack of business model, limited audience reach, and dependency on a single individual for future development.

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Diligence Questions To Ask The Founders

  1. What is the long-term vision for this project beyond its current form?
  2. Are there plans to monetize or expand the experience into other formats (e.g., mobile, VR)?
  3. How do you plan to sustain development and maintenance without a team or funding?
  4. Have you received any feedback from players or users after public release?
  5. What are your thoughts on how AI tools like Codex and GPT-5.6 affect the creative process and ownership of the work?

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Investment/Partnership Verdict

  • Not evidenced.
  • No financials, funding history, or investment interest are mentioned.
  • The project is described as a personal artistic endeavor with no indication of commercial intent or strategic value for investors or partners.

Finding: No evidence to support an investment or partnership opportunity. The project appears to be a creative experiment without clear commercial traction or scalability.

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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.