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Diane Thompson
All work

Tenish

A daily numerical trivia game where getting close counts.

Status
Live
Launched
September 2026
Built with
Next.js, TypeScript, Tailwind CSS, Python, Vercel
tenish.app
The Tenish logo: TEN in black, ISH in red with a wavy underline, above the tagline “Close counts.”

Overview

Tenish is a daily numerical trivia game where getting close counts. Every day there's one question with a numerical answer, and five guesses to get as close to it as you can.

It's deliberately small, and one of the clearest examples of what I enjoy building: a simple idea, a defined problem, a working product, and then finding out what happens when you put it in front of people.

The problem

Tenish started with a simple question: what if a trivia game didn't require you to know the exact answer?

Most numerical trivia has a problem. You either know the answer or you don't. But estimating can be fun in its own right. You probably don't know exactly how tall the Eiffel Tower is, how many episodes a TV series had, or how far a planet is from the Sun, but you might have a surprisingly good idea.

Tenish turns that uncertainty into the game.

What I built

Every day, Tenish presents one numerical trivia question. Players get five guesses to get as close as possible to the correct answer, with feedback after each attempt so they can adjust their estimate and work toward it.

The result sits somewhere between trivia, estimation and deduction, and it's deliberately quick: one question, once a day.

Key features

One daily question
Low commitment, and a reason to come back tomorrow.
Five guesses
Enough room to reason about the answer, not enough to brute-force it.
Feedback on every guess
Go higher or lower, plus a temperature from freezing to hot, so each guess informs the next.
Points and accuracy
Scored out of 1,000. Each extra guess is worth fewer points, and the final guess gets an accuracy score.
Sourced answers
Sources are kept alongside questions, so answers can be verified.
Spoiler-free sharing
An emoji trail of your guesses, your score and your streak, without the day's answer.
Streaks
A daily streak for coming back tomorrow.
No account needed
Open it, play, done.

Interesting problems

  1. Designing the core loop

    The most important part of Tenish wasn't adding features. It was making the basic interaction satisfying enough to stand on its own: question, estimate, feedback, adjust, reveal, share.

  2. Question design

    A game like this depends heavily on its questions. Each one needs to be interesting even if you don't know the answer, possible to make an educated guess about, based on a reasonably definitive number, clearly worded, properly sourced, and different enough from the last that the game doesn't become predictable. That made the question system part of the product, not content bolted on after the game was built.

  3. Sharing without spoilers

    Daily games benefit from players comparing results, but sharing can't reveal the answer to people who haven't played yet. Tenish's shareable results show how someone performed without exposing the solution, which adds a small social loop to what is otherwise a single-player game.

  4. Launching it

    Rather than waiting for a big marketing plan, I put the working game in front of people through my own network and online communities, and watched what happened. Players started completing the daily question and sharing screenshots of their results. Since then I've been testing different discovery channels, including professional networks, social media, workplace communities and game-focused communities, to see how a small independent product finds its first users.

Decisions & trade-offs

  1. Five guesses, not unlimited

    Limiting guesses creates room to reason about the answer without letting anyone brute-force it indefinitely.

  2. Intentionally small

    Tenish doesn't need accounts, complicated progression systems or an endless stream of content to do its job. The constraint is the product: one question, five guesses, come back tomorrow. The challenge is keeping that simplicity while still making the game feel polished.

Outcome

Tenish went from an idea to a live daily game at tenish.app, with real players completing the daily challenge shortly after launch.

What I learned

Tenish reinforced something I keep finding while building projects: shipping changes the questions you're solving.

Before launch, the questions are about the product. Does the game make sense? Is the feedback useful? Are the questions good? Does sharing work?

After launch, entirely different ones appear. How do people discover it? Do they come back? Where are players coming from? What makes someone share their result? Which questions are satisfying rather than frustrating?

It gave me a compact product where I could work through the whole cycle: idea, mechanics, implementation, content, launch, distribution and iteration.

Tech

  • Next.js
  • TypeScript
  • Tailwind CSS
  • Python
  • Vercel

Screenshots

A Tenish question: “Approximately how deep is the deepest known part of the ocean?” with a guess of 3,000 metres, a Go higher hint and a Freezing rating
First guess on question #2: a direction, a temperature, and a nudge to rethink the scale.
A Tenish share card: emoji guess trail, 221 / 1,000 points, final guess 89.9% accurate, 5/5 guesses, 2 day streak
The share card: how the game went, without giving away the answer.

Try Tenish yourself