Gamified App Skill
SkillMediagamified-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.
No other account needed.
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
- Have an agent that can load skills and a brief describing the app you want.
- Add the gamified-app skill to the agent's available skills.
- Ask for a gamified app, habit tracker, RPG-style life app, daily quests, or XP/streak app so the skill triggers.
- 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
- 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.
- 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").
- Stage — full-bleed dark page (near-black
#0e0d0cor 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. - 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.
- 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.
- 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.
- 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.
- Write a single HTML document:
<!doctype html>through</html>, CSS inline.- All in CSS — no images. Use
linear-gradientand inline SVG glyphs for tile chips and tab icons. data-od-idon stage, each phone, each frame's regions.
- 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
Others that do the same job
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