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.
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.
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.
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.
A described app goes in. A buildable game loop comes out.
“Users complete a lesson, practise five words, and return the next day. I want progress that feels motivating, not childish.”
- 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
Illustrative output for a vocabulary app. Your plan is generated from your own description.
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.
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.
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.
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.
- 01
Say what users already do
Plain language: lessons finished, habits logged, posts written, days returned. No schema required.
- 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.
- 03
Build it in your Lovable app
Paste the plan into your build, or render the JSON directly. The rules are yours to change.
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.
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.
Pick the problem you want solved.
- Challenge DesignerComing next
- Character BuilderComing next
- Adaptive OnboardingComing next
- Submission ScoringComing next
- Safety ReviewComing next
- FeedbackComing next
- Character VoiceComing next
- Game Sound CuesComing next
- Voice BriefingComing next
- Speak to PlayComing next
- Scene DialogueComing next
- Audio TimingComing next
- Adaptive ScoreComing next
- Localization DubComing next
- Creator PerformanceComing next
- Live Voice EngineComing next