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Gamified App

  • 241 installs
  • 83.7k repo stars
  • Updated August 5, 2026
  • nexu-io/open-design

Design and implement gamification loops—points, streaks, badges, and progress—to increase engagement in product experiences.

About

gamified-app applies open-design patterns for points, levels, streaks, and celebratory feedback, helping teams ship engaging retention mechanics with clear UX rules and balanced reward pacing.

  • Progress loops
  • Rewards and badges
  • Streak mechanics
  • Engagement UX
  • Motivation design

Gamified App by the numbers

  • 241 all-time installs (skills.sh)
  • +1 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #887 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/nexu-io/open-design --skill gamified-app

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Listed on Skillselion
Installs241
repo stars83.7k
Last updatedAugust 5, 2026
Repositorynexu-io/open-design

What it does

Design and implement gamification loops—points, streaks, badges, and progress—to increase engagement in product experiences.

Files

SKILL.mdMarkdownGitHub ↗

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.

Related skills

Design & UI/UXuiuxbranding

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