Installable skillApache-2.0

Gamified App Skill

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...

BY ali-heydari-1989UPDATED Oct 28, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: gamified-app-0fbc09046b5b
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
  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.
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.