Build #17 · Week 17 · Launched Sep 25, 2026
LiveWho's the Weirdo?
Everyone's weird. Can you predict how weird? A daily game of questionable crowd predictions: five questions, about a minute, a brand-new game every single day. Free, no account, and built to be the thing you check with your coffee and send to your group chat.

The idea
What it is & why I built it
This is the portfolio's first game, and the premise fits in one breath: everyone's weird, can you predict how weird? Each day serves five questions about what people actually admit to, and your job is to guess the crowd. It takes about a minute, there is a new one every day, and being confidently wrong about humanity turns out to be extremely fun.
Why a game, seventeen builds into a portfolio of tools and databases? Because the daily-game format is the strongest habit loop on the consumer internet, Wordle proved the blueprint: tiny daily ritual, one shared experience per day for everyone, and a result that begs to be sent to the group chat. Tools get used when needed. Daily games get opened because it is morning. That difference is worth exploring with one week of work.
And the subject matter is the share loop: crowd predictions about human weirdness produce exactly the kind of "there is no way 40% of people do that" reactions that travel. The game is the content, the content is social, and the whole thing runs in the same cheap static pattern as everything else here.
The build
How it was built
Standard week, new muscle: the hardest part of a daily game is not the code, it is the content commitment, because "daily" is a promise with no days off. The build ships with a question bank and a daily rotation, Game #1 went live with launch, and the game numbering on the homepage is a public counter of that promise being kept. Free, no account, nothing to install, about a minute, on purpose: every ounce of friction removed between "someone sent me this" and "I just played it."
It is also the fastest-scoped build in weeks: one format, five questions, one loop. After a database, a safety product, and three skills in a row, shipping something whose only job is delight was its own kind of discipline. The bet is cheap and the learning is real either way: this is the portfolio's first direct test of habit-driven traffic versus search-driven traffic.
The money path
Where the revenue opportunity is
Deliberately $0 today, and I want that on the record: daily games monetize audiences, not visits, so charging on day one would be solving the wrong problem. The path is the proven one: get streaks forming, get the share loop spinning, and once there is a crowd showing up every morning, the options stack up, tasteful ads, a sponsor slot ("today's game brought to you by..."), even licensing if it ever gets big enough to matter. Wordle sold for seven figures off exactly this shape. The honest ceiling check: most daily games die quietly, the bet cost one week, and the one number that decides everything is how many people come back tomorrow. That number gets published here, whichever way it points.
The numbers
Analytics so far
Launch zeros with one number worth watching above all others: daily return players. A daily game with 50 people who genuinely come back every morning is worth more than one with 5,000 one-time visitors, because the habit is the asset. Players, streaks, and the first sponsor conversation all land here as they arrive.
The recap
Lessons & results
Day-one lessons: the daily format is a publishing commitment wearing a game costume, and scoping it to five questions a minute is what made it shippable in a week. The open experiment is the biggest one yet in kind, not size: every other build waits to be found by search or sold by hand, and this one has to earn a habit. Whether a one-week game can build a daily crowd gets answered right here, in public, one game number at a time.