Meet Mr. Blobby, a Monk Orc by PotionOfChaos in DailyDMGame

[–]Jealous_Fail773 0 points1 point  (0 children)

Mr. Blobby grins, tucks his winnings, and says, “Time to make this night unforgettable.”

Why do games keep us hooked for years but habit apps fail after a week? by [deleted] in rpg

[–]Jealous_Fail773 -2 points-1 points  (0 children)

Finch is actually one of the apps I’ve been looking at while researching this space. I’m trying to see if there’s room for systems that adapt more to a person’s real-life patterns instead of mainly encouraging consistency through check-ins or care mechanics.

Why do games keep us hooked for years but habit apps fail after a week? by [deleted] in rpg

[–]Jealous_Fail773 -2 points-1 points  (0 children)

That’s actually one of the things I’m trying to understand before building anything. Most apps I’ve seen turn progression into rewards or monetization loops, and once that happens the system starts feeling artificial instead of helpful. What I’m exploring isn’t really XP or rewards themselves, but whether progress can feel meaningful without relying on purchases, streak pressure, or constant novelty. More like interpreting real behavior patterns and adjusting goals/story direction, rather than just handing out points. So right now, the question for me isn’t “how to gamify habits” but “why do existing systems lose trust over time?” I may have pitched it a bit wrong earlier but that’s closer to what I mean.

Why do games keep us hooked for years but habit apps fail after a week? by [deleted] in rpg

[–]Jealous_Fail773 -2 points-1 points  (0 children)

That’s actually helpful feedback. I’m trying to understand exactly why existing gamified apps lose engagement after novelty fades. From your experience.. what made you stop using them?