--- name: gamified-app 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 featured: 12 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: - `` through ``, 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 `` tags: ``` ... ``` One sentence before the artifact, nothing after.