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gamified-app

A multi-frame gamified mobile-app prototype — 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".

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nexu-io/open-design
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18 de agosto de 2026 a las 07:09
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SKILL.md
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name
gamified-app
description
A multi-frame gamified mobile-app prototype — 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".
triggers
["gamified app","habit tracker","rpg app","level up app","daily quests","xp app","streak app","life management app","游戏化","习惯打卡"]
od
{"mode":"prototype","platform":"mobile","scenario":"personal","featured":12,"preview":{"type":"html","entry":"index.html"},"design_system":{"requires":true,"sections":["color","typography","layout","components"]},"craft":{"requires":["state-coverage","animation-discipline"]},"example_prompt":"Design a gamified life-management app — multi-screen mobile prototype: cover poster, today's quests with XP, and a quest detail. ‘Daily quests for becoming a better human.’"}
# 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 — quests look like quests because the colors do. 2. **Pick the brand + value prop** from the brief. Generate real quest names (e.g. "Body — 20-min strength: pushups & planks", "Read — Four Thousand Weeks", "Listen — Huberman Lab · Sleep Architecture", "Nourish — Cook a high-protein lunch", "Mind — 10-min focus meditation", "Watch — The Bear · S3 E4"). 3. **Stage** — 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 · IPHONE" left, brand wordmark right, both in mono. 4. **Phones** — three 360×780 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, ⊕ central CTA, Profile). Active tab in accent. 5. **Phone 1 — cover poster (sales/value prop)**: - Status bar. - HI-FI PROTOTYPE · 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 — today's quests dashboard** (the hero screen): - Greeting "Good morning, Sam" + small XP-bell ringing. - Level ribbon — "LV 14 · Level 14 · 1648 / 2480 XP" with a progress bar inside a glassmorphic ribbon. - Sub-line: "8 quests waiting · earn 430 XP today". - 3×2 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 — quest detail**: - Back arrow + screen title ("Quest"). - Hero block with the quest's accent color, big serif quest title ("Body — 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 — 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 — each quest tile uses a different pastel against the same neutral surface. - Reads as gamified and adult — playful, not childish. ## Output contract Emit between `<artifact>` tags: ``` <artifact identifier="game-slug" type="text/html" title="Mobile — App Name"> <!doctype html> <html>...</html> </artifact> ``` One sentence before the artifact, nothing after.
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