full case study · shipped product

HabitQuest makes showing up every day feel like a game worth playing.

A cozy pixel RPG habit tracker, live on Vercel. Every real-life habit you complete deals damage to the monster of the day — consistency becomes combat.

HabitQuest landing screen: pixel-art warrior hero facing the Lazy Slime monster under a battle HP bar.
Project type Shipped web app — pixel RPG habit tracker
Audience People who abandon ordinary habit apps
Focus Motivation loop, zero-friction start, game feel
Build React + Vite · deployed on Vercel · offline-first
goal

Make the act of being consistent the fun part.

HabitQuest reframes habits as an RPG loop: your habits are quests, your consistency is damage, and each day has a monster to beat. The product goal is simple — give daily discipline an immediate, visible payoff.

design decisions

Three choices that turn a checklist into a game.

Each decision trades abstract progress for something you can see, hit, and defeat.

  1. 01

    Habits deal damage

    Every completed habit earns XP and strikes the monster of the day, with a visible HP bar. Progress is not a percentage in a settings page — it is a slime losing health because you drank water and went to the gym.

  2. 02

    Zero-friction start, account optional

    The game works offline and requires no sign-up: you pick a class and you are playing within seconds. Sign-in exists for players who want it, but the first session never hits a registration wall — the biggest drop-off point in habit apps.

  3. 03

    Cozy pixel art instead of pressure mechanics

    Warm palette, hand-placed pixel sprites, and character classes (a Warrior gets +25% damage per habit) give the game identity. There are no guilt notifications or loss-aversion tricks — the tone is an adventure, not a report card.

what i practiced

A real product loop, built and shipped end to end.

HabitQuest is a working React + Vite app deployed on Vercel: component state for the battle loop, local persistence so progress survives offline, and a game economy (XP, damage, levels, streaks) that has to stay balanced and readable at the same time.

React + Vite game loop design offline-first state Vercel deployment
why this matters

Shipping beats mocking.

Anyone can style a habit tracker concept. Keeping a real one alive — where state persists, the loop stays fun after day one, and a stranger can open the URL and play — is a different kind of frontend work, and it is the kind I want to do more of.

result

A live, free-to-play product anyone can try right now.

HabitQuest is deployed and playable: no install, no account, works offline. A reviewer can open the link, fight the Lazy Slime, and judge the product by using it — not by reading about it.