Building a habit tracker as an RPG — two design decisions I keep second-guessing
I've been building a habit tracker that works like an RPG — real-life tasks are "missions", you earn XP and level up. Two mechanics turned out way more consequential than I expected, and I'd love this sub's take.
Hard daily XP cap. I cap XP per day so one productive Tuesday can't out-earn a consistent week — the point is to reward showing up daily over binging once. Downside: power users hit the ceiling and feel punished for doing more. Is a hard cap the right tool, or should it be diminishing returns instead?
Streaks only count same-day completions — no retroactive credit. You can't backfill yesterday. It makes the streak mean something, but it's brutal: one missed day and a 40-day streak is gone — which for a habit app is exactly the moment people quit. I've resisted streak-freezes/repair because it feels like it cheapens the number. Maybe I'm optimizing for the wrong thing.
The tension under both: gamification that rewards consistency vs. gamification that doesn't punish real life. Where would you draw the line — and has anyone found a streak-forgiveness mechanic that keeps the number meaningful?