r/gamification

Added a rock-paper-scissors style PvE battle mode into my game (Lightpilots)
▲ 5 r/gamification+1 crossposts

Added a rock-paper-scissors style PvE battle mode into my game (Lightpilots)

After adding the space invaders style arcade mini-game I wanted to also add in a simple but strategic battle mode.

Android | iOS | Discord

u/lightpilots — 14 hours ago
▲ 0 r/gamification+1 crossposts

Been experimenting with something lately: What if project management tools felt more like a game world than a spreadsheet?

Most productivity tools feel emotionally dead after a while. You open them because you have to, not because you want to. So I started building a workspace where:

  • tasks feel like quests
  • progress is visual
  • teammates feel like party members
  • AI agents act more like NPC companions/operators
  • completing work gives actual momentum instead of checkbox fatigue

The interesting part is that building this started teaching me a lot about game psychology:
feedback loops, progression systems, reward timing, visual satisfaction, etc.

Still very early, but here’s a demo of the current prototype.

Would genuinely love feedback from game devs specifically:
What game mechanics make people come back voluntarily without it feeling manipulative?

reddit.com
u/nblarr — 1 day ago

Feedback and Beta Testers wanted!

Hey all, I've been working on a fitness and wellbeing app with a fantasy theme for a while. It's called Taskopia. If you would be so kind as to provide initial feedback and if anyone wants to take the next step and become a beta tester, it would be greatly appreciated! Thanks. You can apply to be a tester at Taskopia.app. Thanks!

u/kearnm — 1 day ago

FIRST PRACTICE PROJECT!!

so i love video games, and i've always been fascinated by how they keep you hooked. the psychology used in apps like duolingo (streaks, levels, ranks) is insane, I wanted that same feeling but for real life habits.

i tried habitica. couldn't get around it. felt like i was doing more app management than actual habit building. too complex, too focused on cosmetics. (but it is a decent app overall)

so i just built my own. i'm 17, just finished school, zero coding knowledge , built the whole thing on lovable, but the idea and the prompts was done by me only.

it's called Synapse.

the idea is simple — you log a "quest" for the day (one-time or repeating). complete it, the battle is won. you get XP, you level up, you build streaks. ranks go from Novice all the way to Legendary.

my favorite feature is the Power Grid — 5 dimensions of your life (health, studies, spirit, will, skills). every quest is tagged to 1-2 of them. as you complete quests, those dimensions grow. visualized as an animated hexagonal chart (inspired by the game dispatch, amazing game btw). it basically shows you what kind of person you're actually building.

there's also War Band — invite your friends, see their quests, levels, ranks. healthy competition hits different when it's people you actually know.

dark UI, neon aesthetic, full RPG feel. All the titles, elements are inspired from RPG games

i built this as a practice project but it turned into something i actually use daily. would love brutal feedback — what works, what doesn't, what's missing.

https://synapse67.lovable.app/

https://preview.redd.it/djl7sp0a0f2h1.png?width=697&format=png&auto=webp&s=9cb557f33cbbc94d212f1462a1384ef312915855

https://preview.redd.it/6n6fg08c0f2h1.png?width=1057&format=png&auto=webp&s=899a77f779ffbc20fcd5dd365aabe9ade3a6a544

https://preview.redd.it/6jc9fnlf0f2h1.png?width=608&format=png&auto=webp&s=c21e70e5e34aadaed486315445e36f05b4fc090a

it is NOT AN AD, i just want some honest feedback

reddit.com
u/LegendSharma — 2 days ago
▲ 179 r/gamification+2 crossposts

[Other] As a trophy hunter, I built a to-do list app that mimics the PS5 trophy system because I missed that dopamine in real life

u/artmeissner — 3 days ago
▲ 3 r/gamification+1 crossposts

Built a Solo Leveling System Menu-inspired web app to gamify goal setting and habits [Feedback Welcome]

As a huge Solo Leveling fan, I got fed up with boring todo lists that I would abandon after a week. So I built a web app that turns personal goal achievement into a full System Menu experience just like Sung Jin-Woo’s interface.
Key features:
• Quest system for daily and weekly goals
• Leveling up with XP from completed tasks
• Stats and skill progression (STR, AGI, etc. for different life areas)
• Inventory-style habit and milestone tracking
• Clean, immersive System UI with notifications that feel epic
It’s designed to make consistency addictive instead of a grind.
Here are some screenshots of the System menu and progress views

I’d love honest feedback on the UX, missing features, or how it feels overall. What would make this more useful for you?

Free to try here: www.questmaster.live

Thanks for checking it out. Happy to answer any questions!

u/Dense-Ad-2757 — 3 days ago
▲ 10 r/gamification+2 crossposts

I made an RPG but for real life

I always wished real life had RPG stats.

Strength.
Discipline.
Knowledge.
Consistency.

So I built Ascend — an app that treats self-improvement like a progression system instead of a checklist.

The whole idea was inspired by Solo Leveling / RPG grind mechanics:

  • streaks feel like combos
  • stats evolve over time
  • heatmaps visualize your “grind”
  • consistency becomes progression

I wanted the feeling of:
“logging into your character every day.”

Still evolving the system, but honestly this made me more addicted to improving myself than any normal habit tracker ever did.

What RPG mechanic do you think real life is missing?

u/Quiet-Wash3970 — 4 days ago
▲ 6 r/gamification+3 crossposts

I think studying goals work better as more gamified "skill trees" rather than to-do lists

I’ve been thinking about why a lot of studying systems feel useless.

Most of them tell you to do things like:

- study for 30 minutes

- review notes

- make flashcards

- keep a streak

That’s not bad, but none of it proves you actually got better.

So I tried turning an academic goal into a skill tree instead.

Example goal:

“Get 85%+ on a biology test.”

Instead of making the nodes simple tasks, each node has to prove performance.

Example:

Core Goal:

Biology Test Performance

Path 1: Understanding

- Concept Map Mastery

Bronze: Create a concept map and use it to answer 7/10 practice questions

Silver: Recreate the concept map from memory and explain 3 key concepts without notes

Gold: Use the map to score 85%+ on a timed practice quiz

- Explain Without Notes

Bronze: Explain one concept for 2 minutes without notes

Silver: Explain three connected concepts without notes

Gold: Teach the full unit out loud and then answer 8/10 questions correctly

Path 2: Test Performance

- Timed Recall

Bronze: Answer 10 recall questions with 70%+ accuracy

Silver: Answer 20 mixed questions with 80%+ accuracy

Gold: Complete a timed 30-question set with 90%+ accuracy

- Error Correction Loop

Bronze: Fix 5 mistakes and explain why the correct answer is right

Silver: Fix 10 mistakes without notes

Gold: Retake a similar question set and avoid repeating the same mistakes

Here's what I've created, I'm wondering if people would think this is a good idea aswell: PathForge

The part I like is that the tree doesn’t reward “studying.”

It rewards proof that the studying worked.

reddit.com
u/ZealousidealBug158 — 5 days ago
▲ 80 r/gamification+16 crossposts

I built a social media blocker app that feels like a game

I built a social media blocker app where every focus session earns you sticks to build a beaver dam.

What the app does:

-Blocks distracting apps during focus sessions

-Daily planner + calendar for task management

-Pomodoro-style focus timer

-Weekly focus chart to track consistency

-Home screen widgets, smart reminders, dam badges

No ads. No subscriptions. Free to use.

Would love feedback from anyone who struggles with procrastination or needs a distraction blocker.

Play Store: https://play.google.com/store/apps/details?id=com.aktarstudio.taskpia

u/Normal_Trifle_2410 — 8 days ago

Yu-kai Chou's Octalysis broke my brain. If you've ever pitched "let's add streaks" in a sprint planning, this might break yours.

For a long time I had the same conversation with every product team I worked with. Retention was flat, engagement was bad, churn was creeping up, and somebody would say: "let's add gamification."

What they meant was: points, badges, leaderboards. PBL.

We did it. Again and again. Sometimes the metric moved 5% for two weeks. Sometimes it moved nothing. Sometimes it backfired and started attracting the wrong kind of behavior. I have been on both sides of this. I have shipped these things and watched them quietly fail.

Recently I sat down with Yu-kai Chou's "Actionable Gamification" and I want to share the thing that hit hardest, because I think a lot of product people are stuck in the same loop I was.

His core claim is that PBL is not gamification. PBL is a measurement skin. You can put it on top of any system, and the system keeps doing whatever it was already doing, just with progress bars on it. If your underlying loop is "mildly useful, slightly annoying to use," badges will not save it. They will just make the annoying part feel more transactional.

What he calls actual gamification is "Human-Focused Design." The argument is that every game that has ever held a person for thousands of hours is built on combinations of 8 psychological drives, not on PBL. He calls this Octalysis:

  1. Epic Meaning and Calling. The sense that what you are doing matters beyond yourself.

  2. Development and Accomplishment. Real progression toward something hard.

  3. Empowerment of Creativity and Feedback. Meaningful choices, visible consequences.

  4. Ownership and Possession. The feeling that something is yours.

  5. Social Influence and Relatedness. People you care about being part of it.

  6. Scarcity and Impatience. Wanting what you cannot immediately have.

  7. Unpredictability and Curiosity. Not knowing what is around the corner.

  8. Loss and Avoidance. The fear of losing something you already earned.

Look at any product that genuinely held you for years and you will count at least three or four of these. Look at any "gamified" SaaS that gave you a badge once and you will find one. Maybe two if you are generous.

What clicked for me is how completely we treat #2 (Accomplishment) and #8 (Loss Avoidance) as if they are the whole field. The 100-point badge is Accomplishment with the rest of the iceberg cut off. The 365-day streak is Loss Avoidance turned into a guilt loop. Neither one, alone, builds a product people love. They build a product people grudgingly return to until the cost of returning exceeds the cost of letting go.

The piece that stayed with me most is his argument that the Endgame is what teams forget to design for. Most products design Discovery (a marketing problem), maybe Onboarding (a UX problem), and then everything past that is just "the product." Games design four phases, and the deepest one is Endgame: what does a power user do on day 600 that still feels meaningful? Almost no SaaS has an answer to this. We just hope churn comes slowly enough.

I want to be honest about something. When somebody on my team says "let's add a leaderboard," my first instinct is still to nod. It is the easiest thing to ship. It moves a number short term. It feels productive. But every time we do it without asking which of the eight drives we are actually serving and for which user, we are putting a costume on the same loop and hoping the loop will change.

What I am trying to do differently now:

Before shipping any "engagement" feature I ask, for the specific user persona, which of the eight drives the feature is actually built on, and which drive the product is weakest in right now. If the answer is the same drive twice (almost always Accomplishment), I push back and look for a feature that touches a weaker drive instead.

For activation, Empowerment (3) and Curiosity (7) tend to matter more than Accomplishment.

For long-term retention, Ownership (4), Social (5), and Epic Meaning (1) carry the weight.

For habit, Loss Avoidance (8) is the lever, but using it without anything from the right brain side of the framework gets you a guilt product, not a loved one.

A few questions I genuinely want answers to:

What is a product you stayed with for two-plus years, and which of the eight drives do you think actually held you?

For PMs who have shipped "gamification" features, which one moved a real retention metric and which one moved a vanity metric?

And if you have read the book, which drive do you think is most underused in B2B SaaS today? I keep landing on Ownership, but I am not sure.

(Not selling anything here, just thinking out loud after a book that genuinely changed how I look at a problem I have been stuck on for years.)

reddit.com
u/devneeddev — 5 days ago
▲ 0 r/gamification+1 crossposts

Most people don’t fail fitness because they’re lazy

I’ve been thinking a lot about why people struggle with consistency in fitness and self-improvement.

Honestly, I don’t think most people quit because goals are hard.

I think most people quit because once they break momentum for a few days, mentally it starts feeling like they already failed.

Miss a few workouts. Skip a week. Lose your streak. Then slowly stop trying entirely.

That spiral is way more dangerous than lack of motivation.

Lately I’ve been working on a project around this idea and it’s been really interesting seeing how differently people behave when progress feels more engaging and forgiving instead of guilt-based.

Still very early, but it made me curious:

What do you think destroys consistency more: Starting late… or recovering after breaking momentum?

reddit.com
u/No_Sheepherder1820 — 6 days ago

Can an immersive world RPG better gamify your life?

Hello everyone, apologies in advance for the long post,

I'm trying out a (what i believe to be) new/less common spin on gamification apps. Instead of the usual gamify your tasks -> earn rewards -> level up etc... , I want to create a virtual world (like a PC game) with towns, characters, storylines and branching consequences where the actions you take are in real life.

This might be a bit confusing so let me give you some examples:

This is the world:

https://preview.redd.it/vuhfxnbjni1h1.png?width=1206&format=png&auto=webp&s=dc6664237c7df345433f683e6e5f9d2b6f45c1fb

The world of Rysing is inspired by multiple worlds of fiction, such as Naruto, Ghibli style environments and world of warcraft to name a few, where you have country/zone -> town/settlement -> smaller locations.

You then are an adventurer in this world and you have to physically travel to these places, for example if you want to go from "Hearthgate" (settlement) to "Warden Roads" (small location) you need to physically walk 2000 steps using your phone/watch as a tracker.

-----

This is inside a settlement:

https://preview.redd.it/685zvpz6oi1h1.png?width=1206&format=png&auto=webp&s=e92145ded0fb82c2dfe463d97d67210626ce15b2

Where you can go to the tavern and talk to the innkeeper, or interact with the locals in order to help them and to understand a bit more about Hearthgate through:

- Campaigns: These are bigger questlines that you go through to help an npc with a problem. One such example is Marcus up in Warden Roads who hasn't shown up in the tavern for 2 weeks and by talking to the innkeeper he tells you that he's worried about Marcus and if you could check on him. You then start the marcus campaign. i'm not going to spoil it, but it envolves a lot of real life walking.

- Moments: These are ephemeral smaller quests/interactions with npcs to make the world feel alive. One such example is you helping an npc fix a broken roof that has been destroyed by a storm. And you help them by doing a real life action that resembles the in world action (in this case you would spend 10mins organizing or tidying a room in your house).

----

And i want these npcs to feel alive, see here how a conversation with the innkeeper looks like:

https://preview.redd.it/r3y0kn4zoi1h1.png?width=1206&format=png&auto=webp&s=97356fd56242a759adddd0a6c6b2537c1976b8ff

You have choices that grant different answers etc...

----

I just wanted to share this with you guys to see if it might be something that you would be interested in.

If it is, the app is free to test currently on testflight (ios only) here:

https://testflight.apple.com/join/r4htb6SU

And feel free to join our discord as well if you want to chat with me about the idea or vision:

https://discord.com/invite/wrkfrbhsnW

Thank you!

reddit.com
u/Miguel_Rysing_Dev — 6 days ago
▲ 23 r/gamification+1 crossposts

[Digest-ED] Digestion System Education - Learn how your body works by building it in Factorio

Hey r/factorio!

I just released my first mod and I'm looking for testers and feedback.

The idea is simple: what if Factorio's production chains could teach you how the human digestive system works - learning passively while playing?

You mine raw food (Schnitzel deposits - yes really <3), process it through a full digestion pipeline - Mouth, Stomach, Small Intestine, Large Intestine (assembler with new recipes) - and break it down into Glucose, Amino Acids, Fatty Acids and waste products. Every recipe has a short biological explanation so you learn without realizing it.

What I'm looking for:

  • Does the production chain feel logical and fun to build? is it way too easy, would you like more detail and more steps?
  • Are the biological descriptions accurate and easy to understand?
  • Any bugs, balancing issues, or missing recipes?

I have seen many posts about this (or a similar) idea, but i couldn't find one that was actually made - if you know one, let me know!
Also what other topics would you find interesting to learn by playing?

here is the link: https://mods.factorio.com/mod/Digest-ED

💡 Tip: Start with /cheat mode to explore the full pipeline quickly before building it properly.

This is an early version — planned features include more food types, deeper biological detail, correct ratios of items and uses for waste products.

Would love to hear what you think! 🙏

reddit.com
u/SoftDifference653 — 8 days ago
▲ 15 r/gamification+1 crossposts

[$29.99 -&gt; FREE LIFETIME] Live Level

Hey everyone!

I’m an indie developer, and I’m giving away 100 Free Lifetime Access to Live Level, a Habit Tracker App with Gamification that's designed to make your life better by helping you to implement routines into your life.

Download it here: Live Level

Core Features:

  • Your Routines as recurring quests
  • Level system(if you complete quests you gain XP/if you miss quests you lose XP)
  • Statistics
  • Distraction-free, minimal design
  • Cloud Saving
  • No Ads

Premium:

  • (2,49€/month, 14,99€/year or 29,99€/lifetime -> Free)
  • Unlimited Quests
  • Create your own Quests
  • Full Access to Statistics

How to claim:

Variant 1

  1. Download Live Level on the Google Play Store
  2. Open the App and click on "Contact Me" in the Side Bar
  3. Write me (the Developer of the App) that you would like to get a Lifetime Premium Code
  4. I will send you the code
  5. Activate the code in the Google Play Store or in the App

Variant 2

  1. Write me a comment under this Reddit Post, that you would like to get a Lifetime Premium Code
  2. I will send you the code
  3. Activate the code in the Google Play Store or in the App

I would love your thoughts, feature ideas, or bug reports.

u/JayTiArts_IndieDev — 10 days ago

I was not happy with Habitica, so I built my own alternative.

First of all: Don’t get me wrong. Habitica had the right idea. Gamifying your life is genuinely powerful.

But the UI always felt cluttered, the art style never clicked for me, and I kept abandoning it after a few days.

So I spent the last few weeks building the early version of Questoria (which still has a few placeholder assets as you might see :D), a gamified productivity app focused on actually feeling like an RPG, not just a to-do list with pixel sprites slapped on top. I have some exciting ideas for where it’s going.

I’m currently looking for beta testers who are willing to try it and share honest feedback. Free access, no strings attached. I just ask for your feedback and ideas, so Questoria can grow according to YOUR needs.

If that sounds interesting, you can find the beta sign-ups here: https://questoria.io/beta

See you in Questoria‘s realms!

u/asay03 — 7 days ago

I built an Android app that uses CBT &amp; Gamification to stop impulsive behaviors.

Hi everyone,

I’ve spent the last few months developing Zenith, an app for adults struggling with impulsive behaviors and chronic stress.

Unlike simple meditation apps, Zenith is based on CBT (Cognitive Behavioral Therapy) and ACT. It’s built to be an active tool you use in the moment when you feel an urge.

What’s inside: * SOS Protocol: A 4-phase breathing and cognitive strategy to "break" the impulse. * FocusScore: A composite metric to track your mental clarity. * Gamified Growth: 18 unique badges and level systems to keep you engaged. * Privacy First: Everything is encrypted with AES-256 and stored on your device (BIP39 backup).

The status: I just hit the "Closed Test" stage on Google Play Console and I need 12 committed testers for 14 days to unlock the production release.

The Deal: If you can test the app and give me honest feedback, I’ll give you Premium access for life.

How to join:

Please join the group: https://groups.google.com/g/zenith2app

And download the app: https://play.google.com/apps/testing/com.zenith2.app

Thanks for helping a solo dev!

reddit.com
u/Artistic-Tea-4996 — 10 days ago

I built an app that gamifies testosterone optimization by climbing 18 Roman military ranks. Would love some feedback :)

Hey everyone!

I've spent the last few months building a daily habit app focused on testosterone optimization (science-backed habits that improve testosterone), and I'd love this sub's honest take.

Why gamification: we focus on giving the user 40+ science-backed habits so they're not guessing what works. The gamification is the layer on top because doing them daily is what actually moves the needle.

The mechanics:

  • 18 Roman military ranks, Legionarius through Dux. Full arc is about 24 months. Ranks 1-13 take roughly a month each, the last 5 take two months. Multi-year game, not another 30-day reset.
  • Forgiving streaks: 80% daily completion threshold instead of "miss one habit, lose everything." One missed habit doesn't reset you.
  • XP from completions, weighted by each habit's testosterone impact (high-impact habits pay 30, low-impact pay 10). Impact based on how strongly the research shows that habit moves testosterone.
  • Heatmap calendar colored by habit category, not a generic green grid.
  • 40+ habits in the library, each with the science behind it, the protocol, and references to the source studies.

Where I'd love your take:

  • Forgiving streaks vs hard streaks. Does the 80% rule kill the FOMO that makes streaks work, or is the "miss a few habits, all gone" model not the play?
  • Long arcs (24 months to max rank) vs short cycles. Will users actually stick around for a 2-year journey?
  • Roman military as the metaphor to "reclaim your masculinity" (know it's a stretch but wanted a unique element). Does it land for you?

It's called "THRIVE: Male Health Habits" on iOS. Got some first year premium codes if anyone wants to actually try it. Just comment and I'll DM, easier than dropping codes everywhere. Thanks in advance for your support + feedback :)

u/Wonderful_Zombie2501 — 11 days ago

Would planting &amp; harvesting flowers with satisfying 'tactile' experiences (sfx, vfx, anim,..) motivate you?

Hi, I'm building a gamified focus timer that aim to encourage behavioral changes. I'm stuck on deciding how this mechanic should work out, so I really need your opinions and feedback / preferences on this !

The concept is after each focus session you done, you receive a flower and you have to manually plant them in a pot, then the next morning it would bloom and you can harvest to earn coins to buy stuffs.

So I'm wondering if I make the planting & harvesting as a superb satisfying 'tactile' experiences would it motivate you to keep focusing more and coming back the next morning to harvest?
What do you guys think about this? Or would you refer auto-plant/harvest for you?

reddit.com
u/chum_chuuu — 10 days ago