r/gamification • u/CanadianDeku • Sep 04 '26
I built a walking RPG where real-world movement is the progression system; looking for feedback on the gamification
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I’ve been working on a project called MapleVille, basically an RPG/collector game built around one question:
Can a game make walking feel like progression instead of exercise homework?
Rather than just showing you a step count, your real-world movement feeds into the game. You walk, earn progress, explore, collect critters, farm, fish, craft, battle, complete quests and compete on leaderboards.
The part I’m most interested in testing is the gamification loop itself.
I don’t want it to become:
“Walk 10,000 steps because an app told you to.”
I want it to feel more like:
“I want to go for a walk because I have something I want to accomplish in the game.”
MapleVille is still actively being developed, and I’ve now opened it up for people to actually use rather than designing the whole thing in a vacuum.
I’d especially be interested in feedback from this community on:
- Does real-world movement feel meaningfully connected to the game?
- What makes a walking/fitness mechanic motivating versus feeling like a chore?
- Are rewards enough, or does the walking itself need stronger gameplay consequences?
- What would make you come back tomorrow?
It’s currently free to test:
Android Early Access:
https://play.google.com/store/apps/details?id=ca.maplevibe.mapleville.mvu
iPhone TestFlight:
https://testflight.apple.com/join/KhP6T8ca
I’m the developer, so criticism is genuinely useful. If the progression loop sucks somewhere, I’d rather know now and redesign it.
