Gamified App Skill

SkillMedia

gamified-app is a skill that guides an AI agent to build a three-screen gamified habit-tracker app prototype shown as phone mockups on a dark showcase page. The screens cover a poster, a daily quests dashboard with XP levels and reward points, and a quest detail view, delivered as a single self-contained HTML file.

Available today. Use it from your connected AI after setup.

Have an agent that can load skills and a brief describing the app you want.

Then ask your AI: use the Gamified App Skill skill

What your AI can do with it

  • Produces a single self-contained HTML file with three iPhone-style phone frames on a dark
  • Creates a cover poster screen with a big display headline and value-prop body
  • Builds a today's quests dashboard with XP ribbons, a level bar, and reward points
  • Generates a quest detail view for individual quests
  • Follows a fixed workflow covering branding, styling rules, layout structure, and a final q
  • Includes a bottom tab bar with five icons and an active accent tab

Getting started

  1. Have an agent that can load skills and a brief describing the app you want.
  2. Add the gamified-app skill to the agent's available skills.
  3. Ask for a gamified app, habit tracker, RPG-style life app, daily quests, or XP/streak app so the skill triggers.
  4. Review the generated HTML prototype and request adjustments to branding, quests, or styling.

What this skill tells your AI

The instructions your AI receives, as published by nexu-io/open-design in design-templates/gamified-app/SKILL.md and read by ahel’s review.

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.

Signals

GitHub stars
98k
Forks
11k
Last commit
Sep 2026

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Questions

What does the prototype include?
A single self-contained HTML file with three iPhone-style screens on a dark showcase page: a cover poster, a today's quests dashboard with XP levels and reward points, and a quest detail view.
When should the skill be used?
When the brief asks for a gamified app, habit tracker, RPG-style life app, level-up app, daily quests, XP or streak app, or ELI5-style explainer app.
Does it need a design system?
Yes. The skill reads the active DESIGN.md and leans on bold display type and a brighter, broader palette so quests look like quests.
Advanced
Item type
skill
Key
gamified-app-2
Source
github.com/nexu-io/open-design