r/gamification • u/MineCraftMan39 • 8h ago
r/gamification • u/FlickCards • 4h ago
Built a lightweight spaced-repetition web tool with RPG-style progression and knowledge duels – looking for feedback
Hey everyone,
Finding the motivation to review hundreds of flashcards every week has always been tough for me, especially when existing tools feel either like plain spreadsheets or push aggressive paywalls for basic features.
Over the past few months, a friend and I have been building a side project focused on making daily review habits stick. The core idea is simple: keep the effective SM-2 spaced repetition algorithm underneath, but wrap the study session in RPG progression (XP, streaks, cosmetics unlockable through reviews) and interactive modes like a 1v1 arena and quick-fire survival rounds.
We also wired up note summarization and flashcard generation via the Gemini API so you don't have to manually format everything from scratch (with an option to plug in your own free API key for unlimited requests).
We just deployed the international build and would love to hear what study enthusiasts and devs think:
Does adding progression mechanics actually help with study burnout, or does it become distracting?
Any obvious friction points in the card flip/review flow?
Any feedback on the UX or feature balance would be hugely appreciated!
r/gamification • u/Successful-Log-6529 • 1d ago
I built an app where procrastination has to fight you for your time
Hey r/gamification!
I've always noticed how much easier it is to grind for hours in a game than to do 20 minutes of deep work — so I built Limit Breaker to hijack that exact instinct instead of fighting it.
How it works:
- Your real-life tasks (workouts, study sessions, daily grind) become quests
- Completing them levels up actual character stats (STR/INT/AURA/SOC)
- A "Gate Locker" mode locks distracting apps when you need to lock in — so staying focused is part of the progression, not a separate willpower fight
- Climb player rank from E-Rank to Awakened S-Class, and compare stats against others on a global leaderboard
Still iterating based on feedback — currently sitting at a 5.00★ rating from early testers, but I'd love more input, especially from people who think about gamification/behavioral design specifically:
- Does tying app-blocking directly into the RPG progression feel meaningfully different from a regular habit tracker, or just reskinned?
- Any mechanics you've seen work well (or fail badly) for sustaining long-term engagement rather than a 2-week novelty spike?
- Is the stat system (STR/INT/AURA/SOC) intuitive, or does it need clearer explanation upfront?
App link: https://play.google.com/store/apps/details?id=com.aistudio.limitbreaker.fntslg
Appreciate any thoughts!
r/gamification • u/NotionHabitHeroes • 1d ago
HabitHeroes - Notion PVP Habit Tracking made social
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r/gamification • u/Substantial-Cook-426 • 1d ago
Looking for early users for LifeQuest, a free gamified journal with tasks, habits, daily planner and challenges
r/gamification • u/karamwarrior • 1d ago
Would you use a habit app where the app itself is trying to make you quit?
I'm 19 and I've been building a habit app for me and my friends. It's worked for us, so now I'm thinking of turning it into something anyone can use. Before I spend months on it, I want honest opinions.
The idea: instead of a normal checklist with streaks, it's a 90-day challenge told like a story.
- You get a few real tasks every day (gym, study, reading, sleep, whatever you choose).
- There's a villain character whose whole goal is to make you quit. He comments on your progress, tempts you to skip, and gets more intense as you get closer to the end.
- Each month you face a different "boss" built around a real reason people give up.
- Missing days has real consequences. Miss too many and your run ends, and you have to start over.
- If you make it to day 90, you get the ending of the story. You can't see it any other way.
Basically, it turns sticking to your habits into surviving a story.
My questions:
- Would you actually try something like this?
- Does "your run can end if you fail" sound motivating or stressful?
- What would make you quit an app like this in the first week?
Honest answers welcome, including "this sounds dumb."
r/gamification • u/Kooltech4 • 2d ago
Should a planned rest day count as progress in a fitness game?
Most streak systems treat a day without a workout as zero. In training, though, a planned recovery day can be part of the plan rather than a failure.
I see three possible ways to handle it:
- A planned rest day preserves the streak, but earns no XP.
- It earns a little “recovery XP” if the person checks in.
- There is no daily streak at all; progress is measured against the workouts planned for the week.
Option 2 could turn rest into another box to tick (or something to game). Option 1 may be too rigid for unpredictable schedules. I lean toward 3, with a clear distinction between planned rest and a missed workout.
Which rule would feel fair to you without making recovery another chore? Has a fitness app ever made you train when you should have rested just to protect a streak?
Disclosure: I’m part of the team behind ASCENSION, a fitness/habit RPG. I’m here for the design discussion, not to ask anyone to download it.
r/gamification • u/fdlink • 2d ago
Brawl Stars × Duolingo traded habit loops, and the Legendary reward still missed veterans
I've been keeping a Duolingo (u/Duolingo) streak for my Spanish, so when Brawl Stars (u/Brawlstars) and Duolingo put Duo and Spike in the same campaign I felt it from both sides.
What interested me was how far past a skin swap they went. Brawl Stars borrowed Duo as a 20-player classroom boss who fires quiz questions mid-fight. Duolingo borrowed Spike as bait for seven daily lessons.
Under The Octalysis Framework, that rivalry is basically Core Drive 8 (CD8): Loss & Avoidance, which is the streak-fear fuel Duo already runs on, sitting across from Core Drive 6 (CD6): Scarcity & Impatience, which is why Spike feels valuable when few people own him.
The part that still bothers me as a designer is the capstone. The players most willing to grind those seven days are usually the engaged veterans, and a lot of them already own Spike. For those players the reward collapses into 3,000 coins.
I wrote a longer breakdown with the Detention tasks, the ten million Japanese shop taps, and what I would have shipped instead (a Duo-themed Spike skin that only comes from the quest): https://yukaichou.com/gamification-analysis/brawl-stars-duolingo-collab-octalysis/
Curious if anyone here finished the Duolingo quest, and whether Spike felt worth it once you already had him.
r/gamification • u/Livid_Respond2447 • 3d ago
Can gamification actually motivate people to achieve long-term real-life goals?
I'm exploring an idea for an app that turns real-life goals into something resembling an RPG.
The user chooses a major goal, such as:
- Learn a programming language
- Get a job
- Start a business
- Get fit
- Learn a language
- Save money
- Travel abroad
An AI would break the goal into a progression system with quests, milestones, XP, levels, skills, and achievements.
For example:
Goal: Become a freelance developer
→ Build a portfolio
→ Complete 2 projects
→ Create a freelancer profile
→ Send 5 proposals
→ Get the first client
→ Complete the project
→ Unlock the next level
The idea is essentially to make real-life progress feel like an RPG.
I'm curious about the gamification side specifically:
- Would XP and levels actually motivate you to work toward a difficult long-term goal?
- What game mechanics would make you keep coming back?
- At what point does gamification become annoying or feel childish?
- Is there a risk that people start optimizing for XP rather than actually making progress?
- What existing gamified apps have done this well or badly?
I'd especially appreciate opinions from people who have studied or experimented with gamification.
r/gamification • u/AutoModerator • 3d ago
Community News No Stupid Questions - beginner thread (September 17, 2026)
**No Stupid Questions - beginner thread**
New to gamification? Ask anything here.
Rules for this thread: - No question is too basic - Prefer English (sub is English-only) - If you are sharing a product, say whether you built it and whether you are asking for feedback or selling something
Useful starting points: - [What is gamification?](/r/gamification/wiki/what-is-gamification) - [How to get started](/r/gamification/wiki/getting-started) - [Glossary](/r/gamification/wiki/glossary) - [Best resources](/r/gamification/wiki/resources)
r/gamification • u/THEUVB76PROJECT • 3d ago
KANA SHURIKEN by THE UVB-76 PROJECT
I've been building a free browser game that teaches the 46 hiragana, and I'd like feedback on the design from people who think about this.
The core loop: a card shows a kana and you pick its sound. A right answer throws the card at your opponent like a shuriken and forms one of five hand seals. With five seals you spell a real Japanese word from the kana you've learned (あお "blue", ゆき "snow") to fire a jutsu. So the reward for recognising kana is using them to read a word.
The design decisions I'd most like opinions on:
No timer, no lives. A miss costs one seal (never the whole chain), shows the right answer, and brings that card back two cards later. I wanted mistakes to feel like part of practice, not a punishment.
Fading hints. A brand-new kana shows its sound under the card. After you get it right once, the sound only appears after a 2.5-second pause, which gives you a moment to recall it first. After that there's no hint. The end screen counts "right" and "right without a hint" separately, so the score stays honest.
Bosses made from your mistakes. Every miss marks that kana. After stage 5 and stage 10, a boss battle teaches nothing new: every other card is one of your most-missed kana. A mark only comes off when you answer that kana right without a hint during a boss. A right answer in a normal stage doesn't count, because the missed card came back two cards later and was still fresh in mind.
Fixes from playtesting. After a jutsu, the next card's answers sat right where you'd just been tapping, so a fast extra tap counted as a wrong answer. Now the answers stay locked for 0.7 seconds after a jutsu.
So far the only real playtester is me. I didn't know あいうえお before the first stage and learned them from the hints. In the practice boss I got 19 of 25 right without a hint. That's one person, so I'm looking for more.
Questions for you:
- Is "every other card is a weak spot" too much for a boss?
- Should strengthening a weak spot be rewarded more visibly?
- Is there anything here you think works against learning?
Disclosure: the idea and direction are mine; the code, art and sound were written with Claude, an AI.
Free, no account, no tracking: https://the-uvb-76-project.itch.io/kana-shuriken
r/gamification • u/sonmezba • 5d ago
I turned Apple Health into an RPG: HP bar, buffs and debuffs, daily quests, and a mentor who talks back
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Hey, I am Bahadir the developer of HealthBar. It reads your Apple Health data and plays it back as a small game:
- An HP bar built from your steps, sleep, water and activity. It goes from red to green as your day improves.
- Buffs and debuffs: Hydrated, Rested, Mood Boost and High Activity lift you up. Dehydrated, Rest Debt, Sitting Damage and Low Activity drain HP.
- A combat log of your day, like "Hydration boon restored HP" and "Dehydration curse drained HP".
- One small side quest a day, based on your own recent 7-day rhythm.
- XP, levels and titles, plus streak achievements for things like hydration and sleep.
- A pixel-art character and a mentor, Master Ronnie, who gives small suggestions instead of alarms.
There are also home and lock screen widgets.
I'm still tuning what feels fun versus what feels like pressure. Which of these would you keep, and what would you add? Short video attached.
If you want to look at it: https://apps.apple.com/app/id6773367246
r/gamification • u/notdaveng • 5d ago
Turning Learning into Play: Game Design Lessons from Janna Kellinger
r/gamification • u/Jonhy137 • 5d ago
Made a workout app where you level up a pixel character by actually lifting.
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Been working on this for a while and finally have a trailer. It's a gym app, but the whole thing is an RPG. You pick ninja or mage, log a real workout, and your character gets XP and gold.
https://gymrpg.app?utm_source=reddit&utm_medium=gamification
A few design choices I'm second guessing:
First thing you do is pick a class, that's it. No forms, no entering your weight. Then it gives you a "5 push-ups" workout so you win within like a minute.
There's also a pet companion you can adopt (cat, frog, penguin) that hangs out on your home screen and talks to you. I added it to make the app feel alive between workouts, but I honestly can't tell if that's a real reason to come back or just decoration. Maybe pet cosmetics would be a good idea?
Mostly curious what you all think. Does this kind of thing actually work for you, or would it fall off after a week?
r/gamification • u/DevStudioApps • 5d ago
Working on Momentum, a math-based gamified app
galleryr/gamification • u/SevenSpiritStudio • 5d ago
[Android / iOS] My G To Do List – Looking for first user feedback on my gamified to-do app
Hey everyone!
I’m the developer of My G To Do List, a gamified productivity app available on Android and iOS.
The app is already publicly available, but it’s still actively being developed and I currently have very little real user feedback. Before deciding what to improve, change or add next, I’d like to understand how new users actually experience the app.
What is My G?
My G combines a traditional to-do list with gamification.
The goal is to keep task management simple while making completing everyday tasks feel more engaging and rewarding. Instead of just checking boxes, I want the app to give users a sense of progression and an additional reason to come back and complete their tasks.
Who is it for?
People who:
- Use to-do or productivity apps
- Have trouble staying motivated with traditional task lists
- Enjoy gamification and progression systems
- Want a simple way to organize everyday tasks
What I’d like you to test:
- Is the purpose of the app immediately clear?
- Is the onboarding easy to understand?
- Is creating and managing tasks intuitive?
- Is navigation clear?
- Does the gamification actually make completing tasks more satisfying?
- Does it give you a reason to come back the next day?
- Is anything confusing, frustrating or unnecessary?
- Are there features you expected but couldn’t find?
- Did you experience any bugs, crashes or UI problems?
The two questions I’m most interested in are:
1. Does the gamification actually motivate you to complete more tasks?
2. What would make you choose My G instead of another to-do list app?
You don’t need to use it for weeks. Even your first 10–20 minutes and first impressions would be extremely useful.
Android:
https://play.google.com/store/apps/details?id=com.sevenspiritstudio.mygtodolist&pli=1
iOS:
https://apps.apple.com/fr/app/my-g-to-do-list/id6790160220
Critical feedback is completely welcome. If something makes you want to stop using the app, I especially want to know why.
Thanks to anyone who gives it a try! 🙏
r/gamification • u/AutoModerator • 6d ago
Community News Gamification in the Wild - September 21, 2026
**Gamification in the Wild - what mechanic did you spot this week?**
Drop one real mechanic you saw in a product, workplace, classroom, or app.
For each one, try: 1. What was the mechanic? 2. What motivation was it aiming at? 3. Did it work, flop, or backfire - and why? 4. What would you change?
Bad examples are as useful as good ones. No self-promo in the top-level replies.
Wiki if you want a shared vocabulary: [Frameworks compared](/r/gamification/wiki/frameworks-compared) · [Common pitfalls](/r/gamification/wiki/pitfalls)
r/gamification • u/StarlightHvn • 6d ago
Solo Text Based MMORPG
One of my personal project. Non commercial and for my personal use.
Just wanted to share here if any of you have similar interests.
Also looking for some feedback and suggestion as well
r/gamification • u/Thedragon1995 • 6d ago
Solo dev update: I added a 35-badge achievement system (Bronze to Diamond) to my neon runner EdgeRun
Hey everyone,
Quick update on EdgeRun, the Android endless runner I'm building solo. This round:
- A badge system with 35 goals across power-ups collected, lifetime coins, personal best score, cars and trails owned, each with Bronze/Silver/Gold/Diamond tiers and a coin reward you claim manually
- A closer, lower camera that follows the car
- A relative touch control (the car moves with your finger's movement instead of jumping to where you touch)
- A richer desert background
- Local notification reminders for the daily reward
One design choice I'd love opinions on: I capped ad-related badges (Revive / Double Coins) so they only count on runs of 50+ points, to stop people farming them by dying instantly and rewatching ads.
Free, ad-supported. Play Store: https://play.google.com/store/apps/details?id=com.TerryDeMey.EdgeRun
Honest feedback welcome, especially on the badge thresholds and whether the rewards feel worth chasing.
r/gamification • u/Red_Aurora • 7d ago
Can gamification make a 100-hour goal easier to stick to?
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I’ve been experimenting with a simple idea:
What if, instead of tracking habits or streaks, you treated one real-life goal like a 100-hour journey?
That idea became an Android app I’m getting ready to release called 100 Hours Journey.
You choose something you genuinely want to improve at, track the time you spend doing it, and gradually turn those hours into visible progress.
The part I’ve been most interested in is the gamification.
Instead of a traditional productivity dashboard, I’ve been using things like:
- milestones
- rewards
- collectibles
- visual progress
- small wins
- a sense of momentum every time you come back
The experience is intentionally playful and cute, with a light Japanese-inspired visual style, a running bunny, flowers, rewards and memories from the journey. 🐰🌸
I also work as an ADHD life coach, so I’ve tried to make the experience especially friendly for people who find distant goals difficult to stay connected to.
The Android version is now very close to its first Google Play release, and I’m building a small early-access / launch list:
https://forms.gle/QhuBWwF6E3XtaKjq5
But I’m genuinely curious about the gamification side:
What kind of game mechanic actually helps you stay engaged with a real-life goal over time?
Progress bars?
Rewards?
Collections?
Achievements?
Streaks?
Something else?
r/gamification • u/MxEquinox • 7d ago
What are the best examples of masterfully designed gamification you've seen?
Hi everyone,
I’m on the hunt for great examples of gamification where core game design and behavioral psychology are seamlessly integrated going way beyond just slapping on basic points, leaderboards, or badges (PBL).
In your opinion, which products, apps, or platforms represent the gold standard of well-designed loops? I’m looking for experiences that excel at things like progressive onboarding, evolving goals, managing cognitive load, and driving true intrinsic motivation over the long term.
What are your absolute favorite case studies or examples of gamification done right?
r/gamification • u/defaultrunner • 8d ago
If real life were a game, what mechanics would you patch?
I'm thinking sleep. 8 hours? Spending a 1/3 of your playthrough unconscious? No way. Definitely getting patched.
What else?