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Gamified app

Skill nexu-io/open-design/plugins/_official/examples/gamified-app

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Install
npx -y skills add nexu-io/open-design --skill gamified-app

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What its author says it does

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A multi-frame gamified mobile-app prototype β€” three phone frames on a dark showcase stage. Frame 1: cover / poster, Frame 2: today's quests with XP ribbons and a level bar, Frame 3: quest detail. Vivid quest tiles, level ribbon, bottom tab bar. Use when the brief asks for a "gamified app", "habit tracker", "RPG-style life app", "level-up app", "daily quests", "XP / streak app", or "ELI5-style explainer app".

SKILL.md

4.4 KB, as published. Nobody here has run it

Gamified App Skill

Produce a multi-screen mobile prototype on a single dark showcase page. Three phone frames side-by-side, each one its own moment in the journey.

Workflow

  1. Read the active DESIGN.md (injected above). For gamified apps, lean on bold display type for headlines and a brighter, broader palette than most products β€” quests look like quests because the colors do.
  2. Pick the brand + value prop from the brief. Generate real quest names (e.g. "Body β€” 20-min strength: pushups & planks", "Read β€” Four Thousand Weeks", "Listen β€” Huberman Lab Β· Sleep Architecture", "Nourish β€” Cook a high-protein lunch", "Mind β€” 10-min focus meditation", "Watch β€” The Bear Β· S3 E4").
  3. Stage β€” full-bleed dark page (near-black #0e0d0c or DS dark token) with a soft top spotlight gradient. Above the phones, a small caption row: "HI-FI PROTOTYPE Β· IPHONE" left, brand wordmark right, both in mono.
  4. Phones β€” three 360Γ—780 phone frames in a horizontal row (wraps to stack on narrow viewports). Each phone:
    • 12px black bezel, 44px corner radius, dynamic-island notch.
    • Status bar (time / signal / battery).
    • Phone-specific content (below).
    • Bottom tab bar with 5 icons (Today, Library, Stats, βŠ• central CTA, Profile). Active tab in accent.
  5. Phone 1 β€” cover poster (sales/value prop):
    • Status bar.
    • HI-FI PROTOTYPE Β· IPHONE eyebrow.
    • Big display headline ("Daily quests for becoming a better human."), accent on "becoming".
    • 1–2 sentence body in muted serif/sans.
    • Mono tip line ("Tap quests to open detail. Toggle [theme] in the toolbar to switch theme & layout.")
    • Subtle scrolling teaser of the next screen at the bottom edge.
  6. Phone 2 β€” today's quests dashboard (the hero screen):
    • Greeting "Good morning, Sam" + small XP-bell ringing.
    • Level ribbon β€” "LV 14 Β· Level 14 Β· 1648 / 2480 XP" with a progress bar inside a glassmorphic ribbon.
    • Sub-line: "8 quests waiting Β· earn 430 XP today".
    • 3Γ—2 grid of quest tiles. Each tile: rounded corner, pastel accent color, glyph chip in top-left, title, mini-meta line, "+NN XP" pill in bottom-right.
    • Bottom tab bar.
  7. Phone 3 β€” quest detail:
    • Back arrow + screen title ("Quest").
    • Hero block with the quest's accent color, big serif quest title ("Body β€” strength"), short narrative body, "REWARD +90 XP" stamp.
    • Steps checklist (3–4 micro-tasks, one done, two pending).
    • Big primary CTA "Start quest" pill at the bottom in accent.
  8. Write a single HTML document:
    • <!doctype html> through </html>, CSS inline.
    • All in CSS β€” no images. Use linear-gradient and inline SVG glyphs for tile chips and tab icons.
    • data-od-id on stage, each phone, each frame's regions.
  9. Self-check:
    • Three frames, each with a distinct purpose. Not three copies of the same screen.
    • Tile colors don't overpower β€” each quest tile uses a different pastel against the same neutral surface.
    • Reads as gamified and adult β€” playful, not childish.

Output contract

Emit between <artifact> tags:

<artifact identifier="game-slug" type="text/html" title="Mobile β€” App Name">
<!doctype html>
<html>...</html>
</artifact>

One sentence before the artifact, nothing after.

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