Gamified App Skill
SkillMediaThis is a skill that guides an AI agent to build a gamified app prototype as a single self-contained HTML file. It produces three iPhone-style screens on a dark showcase stage: a cover poster, a daily quests dashboard with XP levels and reward points, and a quest detail view. The skill follows a fixed workflow covering branding, styling rules, layout structure, and a final quality check.
Use Gamified App Skill in Claude, ChatGPT or Ahel Desktop
Free. Sign in, add Gamified App Skill and connect your AI. About a minute.
Also: Claude Code · Cursor · Codex
Then ask your AI: use the Gamified App Skill skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; ahel provides instructions and does not run this skill.
No other account needed.
Have an AI agent that can follow a skill definition and write files.
What your AI can do with it
- Generate a three-screen gamified habit-tracker app prototype
- Render iPhone-style phone mockups on a dark showcase stage
- Create a cover poster screen for the app
- Build a daily quests dashboard with XP ribbons and a level bar
- Produce a quest detail view with vivid quest tiles
- Output a single self-contained HTML file
Getting started
- Have an AI agent that can follow a skill definition and write files.
- Provide the skill definition to the agent.
- Give the agent a brief that asks for a gamified app or habit tracker.
- Let the agent follow the skill's workflow to generate the HTML file.
- Open the resulting HTML file in a browser to view the prototype.
What this skill tells your AI
The instructions your AI receives, as published by nexu-io/open-design in design-templates/gamified-app/SKILL.md and read by ahel’s review.
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
- 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.
- 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").
- Stage — full-bleed dark page (near-black
#0e0d0cor 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. - 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.
- 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.
- 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.
- 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.
- Write a single HTML document:
<!doctype html>through</html>, CSS inline.- All in CSS — no images. Use
linear-gradientand inline SVG glyphs for tile chips and tab icons. data-od-idon stage, each phone, each frame's regions.
- 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.
Signals
- GitHub stars
- 99k
- Forks
- 11k
- Last commit
- Oct 2026
Questions
- What does the gamified-app skill do?
- It guides an agent to create a three-screen gamified habit-tracker app prototype as a single self-contained HTML file, showing phone mockups on a dark page.
- What screens does the prototype include?
- It includes a cover poster, a daily quests dashboard with XP levels and reward points, and a quest detail view.
- What is the output format?
- The output is a single self-contained HTML file.
- Does it require any external libraries or assets?
- No, the output is a single self-contained HTML file, so no external libraries or assets are needed.
Advanced
- Item type
- skill
- Key
gamified-app-2- Source
- github.com/nexu-io/open-design