INSTALL-FLOW DEMO — NOT A MEASURED AGENT

Gamification Builder

This is a demonstration of how an installation works. No agent behind it has been examined, and nothing on this page is a measurement.

Describe what users do in your app. Get the game loop, rules, events, data shape and UI-ready copy.

The problem it solves

Motivation is a design job, not a badge component.

Most apps bolt on points and lose people in a week: nothing to aim at, a streak that punishes one bad day, a leaderboard where almost everyone is last. Gamification Builder does the product-design work first, then hands you the rules to build.

What you provide

A paragraph about your app.

  • What users do — the actions you can already detect.
  • How often you want them back — daily, weekly, occasionally.
  • The tone you want — earnest, playful, professional.
  • Anything off-limits — no public ranking, no children’s styling, no paid advantage.
What it returns

A configuration, not a pep talk.

  • Events to track, with the payload each one needs.
  • XP or point rules per event, plus daily caps.
  • Level thresholds and what each level unlocks.
  • A streak rule with grace and recovery behaviour.
  • Daily and weekly quests that fit your real actions.
  • Badge conditions written as checkable rules.
  • A leaderboard decision — off by default, opt-in and pseudonymous if used.
  • Anti-farming limits for every rewarded action.
  • Suggested tables and data objects for your backend.
  • UI labels and progress-state copy you can ship.
  • A short “what not to gamify” list for your app.
What it gives my app

A described app goes in. A buildable game loop comes out.

vocab-app — gamification plan

“Users complete a lesson, practise five words, and return the next day. I want progress that feels motivating, not childish.”

Structured plan
Events to track
lesson_completed · words_practised · day_returned
XP rules
Lesson 40 XP · 5 words 15 XP · first session of day 10 XP
Daily cap
120 XP, so grinding one screen stops paying
Levels
0 · 150 · 400 · 800 · 1400 XP — named Starter → Fluent-ish
Streak rule
1 session a day · 1 free rest day a week · 48h comeback repair
Daily quest
Practise 10 words · Finish any lesson
Weekly quest
4 active days · 1 review of last week’s misses
Badges
First lesson · 7 active days · 100 words reviewed · comeback after a break
Leaderboard
Off by default. If on: opt-in, pseudonymous, nearby ranks only
Anti-farming
Words count once per 12h · XP requires ≥20s on task
Suggested tables
xp_events · user_progress · streaks · quest_progress · badges
UI copy
“3-day streak — one rest day left this week”
Don’t gamify
Self-reported confidence, or time spent in the app
Competition opt-inStreak has graceCaps on every rewarded action

Illustrative output for a vocabulary app. Your plan is generated from your own description.

What is rule and what is suggestion

Know which parts are fixed and which are suggestions.

Fixed in the brief
Safety principles below: opt-in competition, grace on streaks, no reward for harmful actions.
AI suggestion
Naming, quest ideas, thresholds, badge themes, tone of the UI copy.
Yours to decide
Economy balance, what a level unlocks, whether to ship a leaderboard at all.
The rules it designs by

Momentum, never humiliation.

  • Progress should create momentum, not shame. No permanent bottom of the board.
  • Competition is optional, opt-in and pseudonymous — nearby ranks and progress bands beat global rankings.
  • Personal bests, comeback mechanics, grace days and recovery are defaults, not extras.
  • Nothing rewards behaviour that is harmful, spammy or easy to farm.
  • No childish styling unless your app is actually for children.
What not to gamify

Some things get worse with points.

  • Anything safety-related — reporting, blocking, accessibility settings.
  • Sensitive self-reporting, such as mood, weight, symptoms or spending.
  • Volume of messages, comments or invites — you will manufacture spam.
  • Speed on work that should be careful.
  • Paid actions, unless you want your economy to read as pay-to-win.
How your app uses it

One JSON object your app can render or store.

The response is a typed object: events, rules, levels, quests, badges, limits, tables and copy. Render it in a settings screen, store it as your live configuration, or hand it to your Lovable prompt as the spec to build against. Blade does not write to your project.

  1. 01

    Say what users already do

    Plain language: lessons finished, habits logged, posts written, days returned. No schema required.

  2. 02

    Get the game loop back

    Events, point rules, level thresholds, streak grace, quests, badge conditions, anti-farming limits and the data objects behind them.

  3. 03

    Build it in your Lovable app

    Paste the plan into your build, or render the JSON directly. The rules are yours to change.

Try it

Run it against your own app description.

The playground takes a paragraph about your app and returns the structured plan. Nothing is written to your project.

How we checked it

The measurement work, kept out of your way.

Our earlier published reference checks cover a different agent — banking request routing — and are the same measurement method we apply here: trial tasks, a declared standard, and the misses reported alongside the passes. Gamification Builder’s own reference check is not published yet, and we are not going to imply otherwise.

Other capabilities

Pick the problem you want solved.