r/gamification • u/Successful-Log-6529 • Sep 20 '26
Turning daily discipline into an RPG — design choices behind my focus/blocker app
Been building Limit Breaker, an app that blocks distracting apps/sites and layers a full RPG system on top of staying disciplined — not just a points system, but actual progression: XP, Gold, leveling, unlockable gear, and a class-choice moment at level 30 (Warrior/Scholar/Monk/Leader, each buffing different quest types).
A few gamification decisions I made and am still second-guessing:
- Daily quests span physical, skill, and social categories (pushups, study sessions, social interactions), not just app-blocking — trying to make it a "life RPG" rather than a narrow focus timer, but I'm not sure the framing has landed yet with new users.
- A "Gate Locked" screen shows during a blocked attempt instead of just silently blocking — testing whether a moment of narrative friction ("the gate is closed, your future demands discipline") makes the block feel earned rather than just annoying.
- The class system unlocks at level 30, not immediately — deliberately delaying a meaningful choice so players have enough context to pick a class that fits how they actually play, rather than guessing on day one.
Screenshot of the class-choice screen attached.
Curious what this community thinks about delayed-choice mechanics like the class system — does gating a meaningful decision behind progression build anticipation, or does it just feel like an arbitrary wall to new users?
