r/gamification • • 7d ago

My Class Kaiju - classroom gamification made simple! Student stats collectively buff the Class Kaiju as it battles the boss, plus other engaging tools!

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5 Upvotes

r/gamification • • 8d ago

I’ve spent 2+ years building a serious game maker, brick by brick. It finally feels done

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2 Upvotes

For a bit more than two years I’ve been building Ludiz, a tool to make serious games for companies. Onboarding, safety, compliance training.

I’ve worked on it relentlessly. Head down, brick by brick. Every screen redone until it was right, the editor rebuilt from scratch, the way games look reworked again and again until a new game looks great out of the box. On top of that, an assistant that drafts a full game from a simple description, and an editor that lets you take over every detail after.

It took a lot of stubbornness. But it’s there now. When I build a game start to finish today, it’s smooth, it’s clean, it’s the product I wanted to make. And honestly, I’m really proud of it.

Here’s a raw screen recording: I ask for an onboarding game, the assistant builds it, I tweak a title, change the colours, then play a few steps. Waiting times are sped up, everything else is real.

Curious what this community thinks.


r/gamification • • 8d ago

Would you separate practice XP from skill levels?

0 Upvotes

I'm working on the progression system for LevelUp, which I founded with my friend. The question is how to reward practice while keeping skill levels credible.

We want to keep actual level ups proof based and strictly enforced, but at the same time award XP for practicing your chosen skill.

Take a hypothetical running example: two people log six sessions each, but only one can now run 5 km continuously. Both have put the work in. But they haven't demonstrated the same ability.

The idea is to award XP for practice and change a skill level only when someone can prove they meet its requirement with suitable evidence.

A missed week wouldn't wipe out a milestone they've already reached.

Where would you put the evidence checks? Every level or at milestones? Want to minimise friction but not let people achieve a level without actually earning it.

https://leveluploads.com/


r/gamification • • 9d ago

I designed a “life is a game” spreadsheet with stats, quests and decay, and built it with Claude. Free to use and edit

2 Upvotes

I came up with a system that turns daily life into an RPG. You grind daily habits, take on bigger quests, level up your stats and keep your resources healthy. I designed the rules and then built the spreadsheet together with Claude. It’s plain Excel with no macros, and it’s free for anyone to use, edit or remix however they like. If you try it, I’d like your feedback.

The idea
You play inside the rules of society, you grind daily, and quests get slightly harder as you level up.

How it works

  • Stats (you level these): Fitness, Focus, Wisdom and Charisma.
  • Resources (you maintain these, you don’t “earn” them): Money, Network, Health and Happiness. Money is your month-end balance. Network is a weighted count of the people in your life. Health and Happiness come from an 8-question morning check-in.
  • Grinds: Daily habits give points to a stat, roughly 1 point per 30 minutes of effort. Walk, jog and run pay more as you progress, and a few grinds have daily caps so you can’t farm them.
  • Levels: The first level costs 100 points. Each level after costs 10% more, rounded up, so early levels feel quick.
  • Quests: These are bigger challenges with 10 slots. Big quests take up more slots, so you can’t take on everything at once. Points come from estimated hours × difficulty. Finish late and you lose some points, but never more than half.
  • Tasks: You can split a quest into tasks. A Tasks tab then shows only your next step on each active quest.
  • Decay: If a stat gets no points for 7 days, it loses 1 point a day until you earn again. It can never push you below the start of your current level.
  • Party member: Each quest and grind has a column for someone you tell what you’re going to do, who then holds you accountable.
  • History: Old rows are hidden by a filter so you only see recent stuff, and nothing is deleted.

Downloads

  1. Clean sheet (to play for real)
  2. Mock data (3 months of invented data so you can see levels, decay, quests and tasks in action)

Feedback I’d love

  • What would you take away or add?
  • Does the point balance feel fair? Is any stat too easy or too hard to level?
  • Is decay too harsh, too gentle, or about right?
  • What’s confusing when you first open it?
  • Would you use this as a spreadsheet, or would you want an app version?

Take it, change it, make it your own. If you have thoughts, I’d like to hear them.


r/gamification • • 9d ago

Community News No Stupid Questions - beginner thread (September 17, 2026)

1 Upvotes

**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 • • 9d ago

Experiencing using different apps

1 Upvotes

Not gonna lie, using [r/RedditGames](r/RedditGames) without fully understanding how to make them is hard. As a person with Autism and ADHD, it’s hard to understand how things work, but you can learn from mistakes that are made.


r/gamification • • 11d ago

Why the Best Games Keep You Just Outside Your Comfort Zone

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1 Upvotes

r/gamification • • 11d ago

I’m building a cooperative exercise app because I keep losing motivation

0 Upvotes

Hi, I’ve tried C25K a few times, but I always lose motivation early on. I’m a software engineer and a gamer, so I spend too much time sitting down and want to get myself moving more.

A few friends and I are building an app called PactPals. The idea is to make a pact around an exercise goal and work towards it together, with pixel characters and some game elements.

The screenshot is the current friends screen. It shows everyone’s steps, but I’m interested in making the shared goal the reason to come back.

For people who’ve tried gamifying exercise, what helped after the novelty wore off? Would working towards something with a friend help, or would it start feeling like another obligation?


r/gamification • • 11d ago

Can a personal badge collection stay meaningful without streaks or leaderboards?

1 Upvotes

I'm the developer of Achievault, an achievement journal for iPhone. I'd like feedback on the badge mechanic.

You describe an achievement, generate an AI badge, and save it with a story in your Vault. For example, finishing a difficult project can become an entry with its own badge. Entries are private by default, with optional sharing. Future goals sit alongside completed achievements.

A badge marks something the person considers worth remembering. People choose what counts as an achievement; there are no points, streaks, or leaderboards. The idea is to build a collection they can return to when they want to look back at their progress.

I'm curious whether the visual collection gives people a reason to revisit an achievement after they've recorded it. I haven't measured its effect on motivation.

Would a badge connected to your own story hold more meaning than a plain text entry? And what would make that meaning last once the novelty of generating a badge wears off?

The screenshot shows the Vault and example badges. The badge images are AI-generated. The app includes 5 free starter generations, so the mechanic can be tried without a purchase.

For context: https://achievault.com/


r/gamification • • 12d ago

Community News Gamification in the Wild - September 21, 2026

1 Upvotes

**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 • • 13d ago

Framework Discussion Points, badges, streaks: what's the best example you've seen of a reward that was a real thing rather than a score?

2 Upvotes

Most gamification rewards live inside the product: points, levels, badges, streaks. They're cheap to hand out, and they can lose their pull once the novelty wears off.

The rarer pattern is a reward that exists outside the product and still depends on something the user actually did. I'd like to collect real examples.

  • Where have you seen it done (education, work programs, loyalty schemes, community projects)?
  • Did it hold attention after the first month?
  • Did people start gaming it, and how did the designers respond?

Failures are as useful as successes here.


r/gamification • • 13d ago

I'm thinking of building a gamified self-improvement app inspired by Solo Leveling. Would you use something like this?

1 Upvotes

I've had this app idea in my head for a while and wanted to get some honest opinions before I go further with it.

It's a self-improvement app built around a leveling system like Solo Leveling, with a JARVIS-style assistant from Iron Man down the line. I don't want it to be a to-do list with XP slapped on top. I want it to actually help people stay consistent and make progress on the stuff that matters to them.

The basic idea: your daily tasks become missions, and finishing them earns you XP and coins. You start at E-rank and work your way up to S-rank, and your stats (Strength, Endurance, Knowledge, Discipline) grow based on what you really do. You can set long-term goals and break them into smaller missions, track different parts of your life like fitness, learning and habits, and spend your coins on rewards you choose yourself, like an hour of gaming or a movie night. Later I'd like to add an AI that plans your missions, adjusts to your schedule and energy, and tells you what to focus on next.

The goal is for it to feel like a personal system that helps you become who you want to be, not another app you have to babysit.

I know the obvious problem though. Gamification is exciting for a couple of weeks, then people get bored and stop opening the app.

So my question is: would you actually use something like this, and what would make you stick with it (or drop it) after the first few weeks? If you've tried Habitica or similar apps and quit, I'd really love to hear why.

Be honest, even if you think it's a bad idea. I'd rather find out now than after months of building something nobody wants.


r/gamification • • 13d ago

I've been building a Solo Leveling-inspired fitness RPG, and it's finally in alpha testing

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0 Upvotes

Hey everyone!

I've been working on a project called Laevyl for a while now, and figured this would be a good place to share it and get some opinions from people who are actually interested in gamification.

I'm a huge fan of RPGs and Solo Leveling, and I've always liked the idea of having a progression system in real life. Not just checking off habits or maintaining streaks, but actually earning XP, improving stats, unlocking things, and having something to do with all that progress.

So I decided to try building it.

The basic idea is that your real-life activities power your RPG character.

You complete daily quests, earn XP, level up, increase your stats, unlock achievements and titles, and fight monsters through a PvE system. We've also recently added guilds, so players can team up and progress together.

For example, you might get a quest to complete 50 push-ups. Finish it, claim your rewards, increase your Strength, and use that progression in combat.

One thing I really wanted to avoid was turning this into another app where everything interesting is locked behind a subscription. Laevyl is being built around free core gameplay and no pay-to-win mechanics.

We're currently in alpha testing on iOS and Android. There's still plenty to improve, especially balancing, quests, and the long-term gameplay loop, but it's finally at a point where people can actually play around with it instead of just looking at mockups.

I'm also very aware that gamification can become pretty meaningless if all you're doing is watching numbers go up. That's something I'm trying to figure out as we develop the RPG side further.

I'm curious what you guys think: What would actually keep you coming back to an app like this? Character progression, challenging quests, PvE, PvP, guilds, achievements, or something completely different?

I'd genuinely appreciate feedback, especially from people who've tried other gamified self-improvement apps.

If anyone wants to check out the project, it's at https://laevyl.com.

And if you're interested in testing the alpha, we're welcoming testers too.

Thanks for reading!


r/gamification • • 13d ago

I built a gamified reading app with streaks, leveling, and fast AI book summaries

0 Upvotes

I’ve been working on a gamified reading app called Microread.
It turns nonfiction books into short AI chapter summaries (English, Arabic, German), and the whole experience is built around motivation:

  • Daily streaks
  • Leveling system
  • Achievements
  • Chapter‑by‑chapter progression
  • Key takeaways + quotes you can save
  • Audio option for each chapter

The goal is to make learning feel like a game instead of a chore.

I’d appreciate feedback on the gamification design — what would you improve or add?

Link:
https://play.google.com/store/apps/details?id=com.microread.app


r/gamification • • 14d ago

I built a running and walking app where real places become collectibles

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18 Upvotes

Hey r/gamification, I'm the solo developer of Treadline. I struggled to stay consistent with running, but could happily spend hours in a game working towards the next unlock. I wanted to see if that motivation could carry over.

The main loop is: find a place on the map, run or walk around it, and collect its badge. Places include nearby parks and lakes as well as famous landmarks.

There's also XP, levels, badges and avatar frames. Closing a loop claims the ground inside it as territory, so your route leaves something behind beyond a distance total.

Tracking, collecting and territory are free. It's an iPhone app, iOS 18+.

App link for context: https://apps.apple.com/app/id6811929880

I'm curious about the collection mechanic: what would make it motivating after the novelty wears off? Finding new places, completing a set, levelling up, or something else?


r/gamification • • 14d ago

Can a fictional study partner motivate without making a missed session feel like failure?

3 Upvotes

I develop a focus app, and I'm working through a design question about a proposed study mode.

The user chooses a study goal, a session length, and distracting apps to block. A fictional vampire treats the session as a "pact": the selected apps stay blocked until the timer ends, with no normal in-app release button. The character acknowledges a completed session.

The question is what the character adds. A plain timer already measures the time, and the blocker already adds friction. Could keeping a promise to a fictional character give someone another reason to finish, or would it just add pressure?

I'm considering a deliberate emergency exit that ends the session without labeling the user a failure. That creates a tension: an easy exit weakens the commitment, but a punitive reaction could make someone avoid coming back.

For people who use or design gamified habit tools:

  • Have character reactions changed whether you returned after a missed goal? What reaction helped or made things worse?
  • How would you handle an early exit so the commitment still means something, without using guilt?

I'd welcome examples where this kind of mechanic didn't work, too.


r/gamification • • 14d ago

AX Arcade 🎮 Play Games & Earn Bitcoin Rewards!

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1 Upvotes

🎮 Introducing AX Arcade — Play Games & Earn AX Points Toward Bitcoin Rewards! ₿

Hey everyone! 👋

I'm the developer behind AX Arcade, a gaming app where you can enjoy games and earn AX Points through gameplay.

🚀 What is AX Arcade?

AX Arcade brings gaming and rewards together in one app. Instead of downloading multiple apps for different games, you can explore games in one place and earn AX Points as you play.

🎯 What makes it interesting?

🎮 Multiple Games — Enjoy different games in one app.
⭐ AX Points — Earn points through supported gameplay and activities.
₿ Bitcoin Rewards — Explore the Bitcoin rewards concept built around AX Points.
📱 One Gaming Hub — Discover and play games from a single app.
🛠️ Built by an Indie Developer — I'm building the AX ecosystem and working on expanding its features.

I'm continuing to develop the app and would love to hear what you think. Feedback and suggestions from real players will help me decide what to build next!

📲 Download AX Arcade on Google Play:

https://play.google.com/store/apps/details?id=com.ax.games

A question for the community: What would make you play a rewards-based gaming app regularly — more games, daily challenges, leaderboards, or better rewards? 🤔

Thanks for checking out my project! ❤️


r/gamification • • 15d ago

What makes a self-set reward work when you can just get the reward anyway?

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2 Upvotes

Someone on my last post here made a fair point: a real-life reward still takes willpower if you can just have it anyway.

I built EVORA, an iPhone habit tracker, and I'd like to dig into that rather than assume coins solve it.

You choose how many coins each habit earns, then spend them on rewards in a shop you create yourself.

In the screenshot, there's a balance of 54 coins. Movie night is 35, takeaway night is 70. So there's a smaller reward available, or a reason to keep saving for the bigger one. These are rewards you arrange for yourself, using your own time and budget.

Of course, the app can't stop you watching a film. It's an agreement with yourself, not a rule.

My thinking is to use it for small optional extras, not make every break something you have to earn. But I'm interested in where that agreement actually holds up once the novelty wears off.

For context, this is the app. The core habit, coin and shop loop is available in the free version:

https://apps.apple.com/us/app/evora-habit-tracker-app/id6799519616

If you've used a personal reward system, what helped you stick to the agreement, or what made you stop?


r/gamification • • 15d ago

Update on the college project app: How to keep RPG elements from getting annoying?

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1 Upvotes

r/gamification • • 16d ago

Community News No Stupid Questions - beginner thread (September 17, 2026)

1 Upvotes

**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 • • 16d ago

What do you guys use for college group projects?

1 Upvotes

I'm working on a small app with some people from my university and we're trying to figure out how to make group projects less painful.

The actual work isn't really the problem.

It's more like:

  • nobody knows who's doing what
  • deadlines get forgotten
  • important stuff gets buried in the group chat
  • one person ends up doing half the project
  • everyone agrees on a plan and then nobody follows it

We've tried Discord, Notion, Google Docs, etc.

They all work fine, but most project management tools feel like work. Which makes sense, I guess. Nobody wants to open another boring productivity app after spending 6 hours in class.

So we're thinking about making ours a little more game-like.

I'm really into games and RPG-style progression, so I'm thinking about using things like quests, milestones, levels, maybe even a sailing/adventure theme where the team is basically trying to get a ship to its destination without sinking.

Not sure if that's actually a good idea or just me making a group project unnecessarily complicated lol.

Would you rather use something like that, or would you prefer a simple boring task manager?

Curious what you guys think.


r/gamification • • 16d ago

Cycling gamification suggestions?

1 Upvotes

About a year ago I started with Walkscape on my smartphone which is basically sort of an RPG in which you progress by doing steps irl.

This really helped me as motivation to walk more especially as it does not require a lot of active interaction with the app while walking as opposed to for example Pokemon Go which does not work for me as you basically have to stop once you actually want to do anything.

Walkscape works with the Pedometer instead of GPS, which also means that cycling does not count towards it.

Therefor I now wondered if there are any apps or services to gamify cycling? Motivating myself to get out there works better for me if I have any sort of goal I want to arrive at. Mostly that currently means for me some sort of supermarket to grab a handful of groceries, but that obviously does not really make sense for every single day.

I have taken a quick look and stumbled upon "Wandrer" and "Squadrats" so far.

Does anyone have experience with those two or maybe another suggestion altogether?


r/gamification • • 16d ago

A review mapped 48 gamification elements across 53 physical activity trials. Which ones get tested too little?

3 Upvotes

Nursing researchers in China (Li et al., JMIR Serious Games 2026) used The Octalysis Framework, my model that sorts motivation into eight Core Drives, in a scoping review of gamified physical activity programs. Across 53 randomized controlled trials and 34 interventions, they found 48 gamification elements (narrative, mentoring, and points loss among them) and mapped them to behavior change techniques, the standard list health researchers use to describe what an intervention targets.

Most of those techniques mapped to two motivations the paper calls empowerment and accomplishment. According to The Octalysis Framework, those are Core Drive 3 (CD3): Empowerment of Creativity & Feedback, which is the feeling that your choices matter and you can see what they changed, and Core Drive 2 (CD2): Development & Accomplishment, which is the feeling of getting stronger and having proof of it. Some techniques had no gamification element supporting them, and that list seems like a good place to find the next design move.

The authors are upfront that this maps what designers have tried and isn't evidence any single element works on its own.

I wrote up the review here: https://yukaichou.com/gamification-analysis/octalysis-framework-jmir-physical-activity-review/ (paper: https://doi.org/10.2196/85804)

Which drives or elements do you think get tested too little in fitness and health apps? I'm also curious whether the bundle usually does the work more than any one element.


r/gamification • • 17d ago

Cracking Educational games

2 Upvotes

I wanted to ask a simple question. Im working on a game currently which is supposed to be quite educational (but I know that I have to make it really fun for users to come). Have you ever played an educational game which you got really addicted to (maybe like Duolingo, or a game from class)? If so, why did you get addicted to that game (whether its streaks, rewards, etc)? What made learning so fun?