OpenAI 2026 hackathon

name 100 games

name 100 games, out loud, fastest time wins.

Solo project by Teemu Korhonen · 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 #5,475 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

The description states that "name 100 games" is a voice-controlled game where users name 100 video games out loud against the clock. The author describes it as an experiment in voice detection and browser-based judging with layers of caching, databases, and API calls for validation. It was built for the OpenAI 2026 hackathon.

What changed

The project evolved from a "voice-controlled library import experiment" into a competitive naming challenge. It now includes self-learning mechanisms to improve accuracy over time.

Single most important open question

Is there any evidence of user retention or monetization beyond the initial hackathon submission? The description does not indicate any commercial traction, revenue, or customer base.

This analysis is based entirely on the author's own account and is unverified. No third-party data, funding rounds, headcount, or performance metrics are provided.

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What The Product Actually Is

The description states that "name 100 games" is a browser-based voice game where players name 100 video games out loud in the fastest time possible. It uses:

  • Browser dictation
  • Layers of caching and databases
  • API calls for validation
  • A ~167k-title judge catalog with aliases
  • Self-learning mechanisms to improve recognition

The author notes that it started as a voice-controlled library import experiment but evolved into a fun challenge.

Inference The product is a single-user, browser-based game with no apparent multiplayer or social features. It is not described as a SaaS offering or platform for others to use.

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Positioning & Claim Evolution

The description states that the project was inspired by wanting to "create a fun challenge" and push the limits of voice detection. It evolved from an experimental tool into a competitive game.

Claim

The product is positioned as a fun, challenging experience using advanced voice recognition and AI.

Inference There is no evidence of a broader positioning strategy beyond this single hackathon project. No branding, messaging or market positioning beyond the author's personal account is evident.

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Target Customer & ICP

The description states that users are "thousands of unique visitors" with "lots of invested players having lots of fun." It also mentions:

  • 3,000+ runs started in two weeks
  • 443 people made it to 100 games
  • 176 players finished and immediately started another run

Inference The target customer appears to be casual gamers or enthusiasts interested in voice-based challenges. No segmentation beyond this is evident.

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Business Model & Pricing Evidence

The description does not state any pricing, monetization, or business model. It only mentions the author's personal experience with building it and user engagement metrics.

Not evidenced No information on revenue, subscriptions, paid features, or commercial use of the product.

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Technical & Delivery Signals

The description states that:

  • The system uses a combination of browser dictation and layers of caching, databases, API calls
  • It has a ~163k-title judge catalog with aliases
  • A self-learning loop picks up unresolved titles from IGDB
  • 97.8% of answers are judged entirely in the browser
  • The 5,000 most-named titles ship as a 61 KiB pack
  • ChatGPT 5.6 is used asynchronously to reduce latency and teach aliases

Inference The system is designed for speed and offline capability with fallbacks. It uses local-first judgment and AI for accuracy.

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Traction & Maturity Signals

The description states:

  • Thousands of unique visitors in a week
  • 3,000+ runs started in two weeks
  • 443 people made it to 100 games
  • 176 players finished and restarted immediately
  • The judge catalog grew to ~167k titles with aliases
  • Over 1,000 misheard phrases logged in two weeks

Inference There is some user engagement but no evidence of long-term retention or monetization. No data on customer lifetime value, churn, or revenue is provided.

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Competitive Context

The description does not mention any competitors or market context beyond the author's own project. It was submitted to a hackathon and does not appear to be part of an existing product ecosystem.

Not evidenced No information about similar products, market size, or competitive positioning.

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Key Risks & Red Flags

  • No commercial traction or revenue: The project is described as a hackathon submission with no evidence of monetization.
  • Limited scalability concerns: The author notes API limit bottlenecks and Vercel/Neon usage limits were hit during spikes, suggesting potential scalability issues.
  • Unproven user retention: While there is engagement, it's unclear if users return or are retained beyond the initial experience.
  • No clear path to growth: No evidence of a go-to-market strategy, partnerships, or product roadmap beyond the hackathon.

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Diligence Questions To Ask The Founders

  1. What is the actual user retention rate beyond the initial engagement?
  2. Are there any plans for monetization or commercial use beyond this hackathon project?
  3. How does the self-learning mechanism scale with more users and titles?
  4. Has the product been tested in real-world conditions outside of the hackathon?
  5. What are the technical limitations that prevent broader adoption or scalability?

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Investment/Partnership Verdict

The description states that this is a project submitted to the OpenAI 2026 hackathon, with no evidence of commercial traction, revenue, or customer base.

Not evidenced No information on funding, valuation, team size beyond one person, or any investment or partnership interest.

Inference This appears to be an experimental project with limited commercial potential at this stage. It lacks the indicators of a viable business model or scalable product.

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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.