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Interfaces (UI/UX)101k · #418

gamified-app

Has your agent prototype a gamified mobile app. Features daily quests, levels, and experience (XP).

What it does

Creates a game-like mobile app prototype. It displays three screens within phone frames, showcasing daily quests, level progress, and task details.

When to use it

  • ✓When you want an app to track habits with rewards.
  • ✓To visualize an RPG-style app for real life.
  • ✓When needing an app design with daily quests and experience points (XP).

Example of what to ask your AI

“Create a gamified app prototype to help me read more books and exercise.”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/nexu-io/open-design/blob/main/design-templates/gamified-app/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/nexu-io/open-design/blob/main/design-templates/gamified-app/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

The system generates an app design with three screens in phone frames. It uses vibrant colors and visual elements like progress bars and icons to simulate a game.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add nexu-io/open-design --skill gamified-app

Or download just the file:

curl -L https://raw.githubusercontent.com/nexu-io/open-design/main/design-templates/gamified-app/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

Gamified App Skill

Produce a multi-screen mobile prototype on a single dark showcase page. Three phone frames side-by-side, each one its own moment in the journey.

Workflow

  1. Read the active DESIGN.md (injected above). For gamified apps, lean on bold display type for headlines and a brighter, broader palette than most products — quests look like quests because the colors do.
  2. Pick the brand + value prop from the brief. Generate real quest names (e.g. "Body — 20-min strength: pushups & planks", "Read — Four Thousand Weeks", "Listen — Huberman Lab · Sleep Architecture", "Nourish — Cook a high-protein lunch", "Mind — 10-min focus meditation", "Watch — The Bear · S3 E4").
  3. Stage — full-bleed dark page (near-black #0e0d0c or DS dark token) with a soft top spotlight gradient. Above the phones, a small caption row: "HI-FI PROTOTYPE · IPHONE" left, brand wordmark right, both in mono.
  4. Phones — three 360×780 phone frames in a horizontal row (wraps to stack on narrow viewports). Each phone:
    • 12px black bezel, 44px corner radius, dynamic-island notch.
    • Status bar (time / signal / battery).
    • Phone-specific content (below).
    • Bottom tab bar with 5 icons (Today, Library, Stats, ⊕ central CTA, Profile). Active tab in accent.
  5. Phone 1 — cover poster (sales/value prop):
    • Status bar.
    • HI-FI PROTOTYPE · IPHONE eyebrow.
    • Big display headline ("Daily quests for becoming a better human."), accent on "becoming".
    • 1–2 sentence body in muted serif/sans.
    • Mono tip line ("Tap quests to open detail. Toggle [theme] in the toolbar to switch theme & layout.")
    • Subtle scrolling teaser of the next screen at the bottom edge.
  6. Phone 2 — today's quests dashboard (the hero screen):
    • Greeting "Good morning, Sam" + small XP-bell ringing.
    • Level ribbon — "LV 14 · Level 14 · 1648 / 2480 XP" with a progress bar inside a glassmorphic ribbon.
    • Sub-line: "8 quests waiting · earn 430 XP today".
    • 3×2 grid of quest tiles. Each tile: rounded corner, pastel accent color, glyph chip in top-left, title, mini-meta line, "+NN XP" pill in bottom-right.
    • Bottom tab bar.
  7. Phone 3 — quest detail:
    • Back arrow + screen title ("Quest").
    • Hero block with the quest's accent color, big serif quest title ("Body — strength"), short narrative body, "REWARD +90 XP" stamp.
    • Steps checklist (3–4 micro-tasks, one done, two pending).
    • Big primary CTA "Start quest" pill at the bottom in accent.
  8. Write a single HTML document:
    • <!doctype html> through </html>, CSS inline.
    • All in CSS — no images. Use linear-gradient and inline SVG glyphs for tile chips and tab icons.
    • data-od-id on stage, each phone, each frame's regions.
  9. Self-check:
    • Three frames, each with a distinct purpose. Not three copies of the same screen.
    • Tile colors don't overpower — each quest tile uses a different pastel against the same neutral surface.
    • Reads as gamified and adult — playful, not childish.

Output contract

Emit between <artifact> tags:

<artifact identifier="game-slug" type="text/html" title="Mobile — App Name">
<!doctype html>
<html>...</html>
</artifact>

One sentence before the artifact, nothing after.

FAQ

What are 'quests'?

'Quests' are the tasks or goals the user needs to complete in the app, like 'Read for 20 minutes' or 'Do 10 push-ups'.

What is XP?

XP stands for 'experience points', used in games to measure player progress. The more tasks you complete, the more XP you earn and the higher your level.

Is the app for kids?

No, the design is gamified and fun, but intended for an adult audience seeking motivation for daily habits.

Details

Original description by the author

A multi-frame gamified mobile-app prototype — three phone frames on a dark showcase stage. Frame 1: cover / poster, Frame 2: today's quests with XP ribbons and a level bar, Frame 3: quest detail. Vivid quest tiles, level ribbon, bottom tab bar. Use when the brief asks for a "gamified app", "habit tracker", "RPG-style life app", "level-up app", "daily quests", "XP / streak app", or "ELI5-style expl

repo: nexu-io/open-design

Popularity

GitHub stars
101k
Ranking position
#418
License
Apache-2.0
Updated
10/16/2026

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