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Título:I built a gamified psychology platform to map human irritability — as a solo non-technical founderCuerpo:Hey Indie Hackers! 👋

Hey Indie Hackers! 👋

I'm Betoka, a solo founder with zero coding background who just launched Molestómetro Mental in Beta.

The idea started simple: everyone complains about small daily frustrations but nobody measures them seriously. So I built a platform that does exactly that — through gamification.

How it works:
Users vote on daily frustrations through 8 different dynamics — from quick duels to a 7-question emotional profiling test — while the platform aggregates real behavioral data showing what bothers different cultures, generations and genders most.

What makes it interesting:
📊 Which countries have least patience
🧠 Emotional profiles by generation
🌍 Cultural tolerance maps
⚡ Viral shareable results

Built with: Lovable.dev + Supabase + Claude AI

No coding. Just obsession and AI tools.

Currently in Beta — free, no download needed.

Would love feedback from this community. What would you improve? 👇

https://neon-molesto-meter.lovable.app

posted toAvatar for product Molestómetro Mental
Molestómetro Mental
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    The interesting opportunity isn't measuring what annoys people—it's building the behavioral dataset that reveals how different groups experience everyday frustration. I'd keep validating whether users return because the gamification is fun or because they become genuinely curious about how their emotional patterns compare with everyone else's. That's a much stronger foundation.

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      That's exactly the insight that drives the product vision. The gamification is just the entry point — the real value is in the behavioral dataset that emerges over time. Early feedback already shows users are more intrigued by "how my patterns compare to my generation" than by the voting mechanics themselves.

      The retention question you raise is the key one we're actively validating during Beta. The daily streak system (Molestia del Día) and the emotional profile test (Molestias Flash) are designed specifically to create that curiosity loop — not just fun, but genuine self-discovery.

      If the data shows users return for comparison rather than gamification, that fundamentally changes the product roadmap toward a more analytics-first experience. Exactly what we're watching. Thanks for the sharp framing 🙏

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        I'm glad it resonated.

        Reading your reply gave me one thought about the difference between curiosity-driven retention and entertainment-driven retention. I think that distinction could have a big impact on how the product evolves, but I'd rather explain it in the context of Betoka than reduce it to a few comments here.

        If you're interested, what's the best email to reach you on?

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          Thank you for the thoughtful engagement — this is exactly the kind of conversation I was hoping to spark.

          I'd love to continue this discussion. You can reach me at: mivo4090 [at] gmail [dot] com

          Looking forward to your insights on curiosity-based vs entertainment-based retention. It's a distinction that could genuinely shape the next phase of the product.inction that could genuinely shape the next phase of the product.

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            Thanks! I’ve just sent it over.

            Looking forward to hearing your thoughts whenever you have a chance.