Mmcp.market

gamified-app skill

by nexu-io·nexu-io/open-design·98k stars·Apache-2.0

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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Install the gamified-app skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/nexu-io/open-design.git /tmp/open-design
mkdir -p ~/.claude/skills
cp -r /tmp/open-design/design-templates/gamified-app ~/.claude/skills/gamified-app
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

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

on bold display type for headlines and a brighter, broader palette than most products — quests look like quests because the colors do.

  1. Read the active DESIGN.md (injected above). For gamified apps, lean

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").

  1. Pick the brand + value prop from the brief. Generate real quest

with a soft top spotlight gradient. Above the phones, a small caption row: "HI-FI PROTOTYPE · IPHONE" left, brand wordmark right, both in mono.

  1. Stage — full-bleed dark page (near-black #0e0d0c or DS dark token)

stack on narrow viewports). Each phone:

  1. Phones — three 360×780 phone frames in a horizontal row (wraps to

Profile). Active tab in accent.

  • 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,
  1. Phone 1 — cover poster (sales/value prop):

accent on "becoming".

  • Status bar.
  • HI-FI PROTOTYPE · IPHONE eyebrow.
  • Big display headline ("Daily quests for becoming a better human."),

toolbar to switch theme & layout.")

  • 1–2 sentence body in muted serif/sans.
  • Mono tip line ("Tap quests to open detail. Toggle [theme] in the
  • Subtle scrolling teaser of the next screen at the bottom edge.
  1. Phone 2 — today's quests dashboard (the hero screen):

bar inside a glassmorphic ribbon.

  • Greeting "Good morning, Sam" + small XP-bell ringing.
  • Level ribbon — "LV 14 · Level 14 · 1648 / 2480 XP" with a progress

color, glyph chip in top-left, title, mini-meta line, "+NN XP" pill in bottom-right.

  • Sub-line: "8 quests waiting · earn 430 XP today".
  • 3×2 grid of quest tiles. Each tile: rounded corner, pastel accent
  • Bottom tab bar.
  1. Phone 3 — quest detail:

("Body — strength"), short narrative body, "REWARD +90 XP" stamp.

  • Back arrow + screen title ("Quest").
  • Hero block with the quest's accent color, big serif quest title
  • Steps checklist (3–4 micro-tasks, one done, two pending).
  • Big primary CTA "Start quest" pill at the bottom in accent.
  1. Write a single HTML document:

for tile chips and tab icons.

  • <!doctype html> through , CSS inline.
  • All in CSS — no images. Use linear-gradient and inline SVG glyphs
  • data-od-id on stage, each phone, each frame's regions.
  1. Self-check:

same screen.

  • Three frames, each with a distinct purpose. Not three copies of the

against the same neutral surface.

  • Tile colors don't overpower — each quest tile uses a different pastel
  • Reads as gamified and adult — playful, not childish.

Output contract

Emit between 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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