This document analyzes how to improve the Habitica app by embedding the Octalysis Framework of Core Drives. It provides an in-depth user analysis, outlining the desired player journey and actions. It then provides ideas to strengthen specific Core Drives within Habitica, such as showing statistics on habit improvement to boost Development & Accomplishment, adding journaling and coaches to empower Creativity & Feedback, and featuring top performers to increase Ownership & Possession. The document aims to enhance user motivation and engagement through strategic use of the Core Drives.
4. User/Player analysis
1. Demographics:
(I will create a target avatar to speak to his specific motivations)
Male, 29 years old, single but in a relationship, working a full time job
where he’s happy but aspiring to grow.
5. User/Player analysis
2. What core drives motivate them:
This person is highly motivated by CD2 and CD3, but also by CD6 and
CD8. He likes to achieve great things (CD2) by his own, using his
superpowers (CD3). He is in the cycle of wanting to build habits to be
fit, have great mindfulness, etc, however sees this as too difficult to
achieve and ends up avoiding the endeavor (anti CD8). He wants to
excel in his personal habits since he sees many others fail to do so
(CD6). These would be the main Core Drives for this person, though of
course also influenced by the rest.
6. User/Player analysis
3. Why CDs are embedded into the current app.
I’ve been using the app for a month now, and have found it is more
focused on white hat (especially right brain), and black hat is a bit more
neglected. This should help the app in long term engagement, though
the sense of urgency might not be enough to reach the long term, and
certain urgency is required to commit the desired actions so often.
CD1 Epic Meaning and Calling: Not particularly strong, but present
when defeating the monsters that haunt humanity, like the
“Overshadowing Stress” or the “Feral dust bunnies” that are defeated
by completing dailies and To-dos. However, these don’t feel as
important and ever-present as could be.
7. User/Player analysis
3. Why CDs are embedded into the current app. (cont)
CD2 Development and Accomplishment: This could be one of the strongest
in the app, since it’s about creating great habits that players want to have.
However, the feedback provided, the stats don’t seem to really reflect the
development in the life areas of the app (work, exercise, health+wellness,
school, etc). Positive reinforcement is provided when positive actions are
taken, however quite some room for improvement.
CD 3 Empowerment of Creativity and Feedback: This is one of the strongest
CD in the app. The user has the possibility of designing their own habits,
dailies, tasks, quests, and in general reach their goals through their own
means and in their own terms. Creativity can also be expressed in the design
of the avatar, path, pets, mounts, background, etc. (also CD4).
8. User/Player analysis
3. Why CDs are embedded into the current app. (cont)
CD4 Ownership and Possession: This CD is also quite strong in Habitica. The
player customizes the avatar pretty heavily (even the background),
exchangeable points can purchase a multitude of items, and the avatar can
own pets, mounts and different pieces of equipment. There’s also several
currencies (Gold, Silver, Diamonds).
CD5 Social Influence and Relatedness: The last of the strong CD present, the
app offers many opportunities to be influenced by others’ behavior,
encouragement, advice, etc. The app features a messaging service, a tavern
for general chats, guilds for more specific interactions, parties to create or
join collective quests, halls of heroes and group plans. In particular, for
quests, the active participation of users helps (or hurts) other party
members, so social pressure ends up helping drive behavior.
9. User/Player analysis
3. Why CDs are embedded into the current app. (cont)
CD6 Scarcity & Impatience: Scarcity is not very strong in the app. Some
seasonal items appear and could be considered rare, however haven’t
found many opportunities where this CD is exploited.
CD7 Curiosity & Unpredictability: Probably one of the weakest, most of
the results in the app are easily predicted. There are a few easter eggs
and mystery boxes, but not very powerful (to this point at least).
CD8 Loss & Avoidance: The strongest black hat CD in the app, though
not too compelling. It is present in the form of avoiding the loss of
progress, the loss of your health and those of your party (CD5) and
streaks of habits.
10. User/Player analysis
4. Are there any anti-core drives?
Anti-CD8: Even though the user might want to improve their habits, complete
items from the to-do list and perform dailies, there is also an incentive to play
it safe and also just list those you are sure to accomplish so you don’t lose
points and health (or your party members, so some anti CD5 as well). Also this
Anti-CD is present with an interface that can be overwhelming at the
beginning, so player doesn’t want to feel stupid and leaves.
Anti-CD5: The aesthetics of the app and it’s mechanics in general are geeky,
and this might not be a well perceived action in many social circles, hence
feeling ridiculous in front of others might discourage using the app more often,
or even end up discarding it entirely. Harder to become mainstream.
Anti-CD2: Actually achieving things in a busy life might keep players away from
the app, doing busy and urgent tasks rather than the habits they wish to install
and remain through the use of Habitica.
11. Desired Actions – Discovery
1. Realize that building positive habits is very useful to improve
personal and/or professional life.
2. Look for apps that support purposeful habit creation.
3. Find out about Habitica (directly from Google, mobile apps, through
friends or even referenced from related forums).
4. Go to Habitica.com or download mobile app.
12. Desired Actions – Onboarding
1. Join for free. (Win-state)
2. See generic existing tasks.
3. Select and do first task.
4. Register first task as complete. (Win-state)
5. Create a new task. (Win-state)
6. Do new task.
7. Register task as complete. (Major Win-state)
8. Personalize avatar.
9. Buy some equipment (Win-state).
10. Download mobile app.
Conversely, if user begins journey through mobile app, onboarding ends when
entering the app through the regular web.
13. Desired Actions – Scaffolding
1. Go to Habitica.com or the mobile app at least daily (Win-state).
2. Create habits and dailies.
3. Execute habits and dailies every day.
4. Register daily success on habits and dailies (Win-state).
5. Create to-dos daily.
6. Register completed to-dos every day (Win-state).
7. Buy new equipment (Win-state).
8. Improve existing equipment (Win-state).
9. Make questions in the Tavern.
10. Get answers and feedback from other members of the Tavern (Win-
state).
11. Join a guild according to their interests.
14. Desired Actions – Scaffolding (cont)
12. Share updates and personal struggles in the guild.
13. Receive feedback and encouragement from other members of the guild (Win-
state).
14. Join a party.
15. Share updates and questions in the party.
16. Participate in quests.
17. Defeat monsters (Win-state).
18. Invite new users to Habitica (Win-state).
19. Hatch pets. (Win-state).
20. Equip pets (Win-state).
21. Feed pets.
22. Turn pets into mounts (Win-state).
23. Equip mounts (Win-state).
15. Desired Actions – Endgame
1. Go to Habitica.com or the mobile app at least daily. (Win-state)
2. Create new habits and dailies.
3. Execute habits and dailies every day.
4. Register daily success on habits and dailies (Win-state).
5. Create to-dos daily.
6. Register completed to-dos every day (Win-state).
7. Improve existing equipment.
8. Obtain rare equipment (Win-state).
9. Answer questions and provide feedback in the Tavern (Win-state).
10. Share updates and personal struggles in the guild.
11. Answer questions and provide feedback in guilds (Win-state).
16. Desired Actions – Endgame (cont)
12. In the guild, encourage inactive players to return to Habitica (Win-state).
13. Receive feedback and encouragement from other members in guilds
(Win-state).
14. Create a party.
15. Invite players within guilds to join party.
16. Invite new users to Habitica.
17. Add willing players to party (Win-state).
18. Create quest.
19. Defeat monster with the support of other party members (Win-state).
20. Hatch rare pets (Win-state).
21. Equip new pets (Win-state).
22. Feed pets.
17. Desired Actions – Endgame (cont)
23. Turn rare pets into mounts (Win-state).
24. Equip rare mounts (Win-state).
25. Create a guild according to their interests.
26. Invite users to join new guild.
27. Foster discussion within own guild (Win-state).
28. Become a mentor (Win-state).
29. Interact with mentee(s) (Win-state).
18. Feedback Mechanics
Mediums of interaction:
• Habitica.com website.
• Habitica mobile app.
• Private masterminds.
• Book about building good habits.
• Live Q&A or webinars.
• Productivity coaches.
19. Feedback Mechanics
• Collective monsters (CD1, CD5).
• General stats of good habits improvements thanks to Habitica (CD1, CD2,
CD4, CD5, CD8).
• Initiative to help less privileged build healthy and financially sound habits.
Could also feature disseminating this initiative for groups of users in their
local communities. (CD1, CD2, CD3, CD5)
• Levels and medals (CD2, CD3, CD4, CD5, CD6, CD8).
• Personal improvement stats (CD2, CD3, CD4, CD8).
• Specific levels & rewards for habits after a certain amount of day streak (60
days?) (CD2, CD4, CD5, CD6, CD8)
• Reminders for tasks (CD2, CD6, CD8).
21. Feedback Mechanics (cont)
• Direct messaging (CD3, CD5).
• Limited friend invites (CD1, CD5, CD6, CD8).
• Mentorship (CD1, CD3, CD5, CD6, CD7, CD8).
• Hall of Heroes (CD1, CD2, CD3, CD4, CD5, CD6).
• Social gifting (CD4, CD5, CD6, CD7).
• Seasonal & rare items (CD4, CD6, CD7, CD8).
• Items unlockable only with subscription. (CD4, CD6, CD8)
• Special achievements only available for a short period (CD2, CD4, CD6,
CD7, CD8).
• Torture break with a maximum amount of tasks per day / week (CD2, CD3,
CD6, CD8).
22. Feedback Mechanics (cont)
• Mistery boxes for defeating monsters (CD2, CD4, CD7).
• Easter eggs (CD7).
• Individual monsters attacking the player unexpectedly (CD7, CD8).
• Glowing choice for onboarding steps (CD2, CD7).
• “Enchanted armoire” to earn random equipment, XP or food (CD4,
CD7, CD8).
• Losing HP when not completing tasks on time (CD8).
• Losing good habits built thanks to Habitica (CD8).
• FOMO on building positive habits (CD5, CD8).
23. Rewards / Incentive Analysis
List of possible rewards / incentives (In order of abundance):
• XP.
• Silver.
• Gold.
• Equipment.
• Eggs (for pets).
• Social community.
• Powered invites.
• Temporary strength boosts to defeat monsters.
• Temporary boosts to multiply increase of XP.
• Medals for achievements.
• Rare items.
• Diamonds.
• Accountability buddy.
24. Rewards / Incentive Analysis (cont)
• Voting power for including new features for the app on a list.
• A e-book on powerful habits.
• Obtaining a mentor.
• Access to a private small action game that features your character with stats.
• Becoming a mentor.
• Featured in the app.
• Access to private groups for top performers in each life area.
• Access to a private mastermind for overall top performers.
• Deciding over new feature for the app from the list.
• Attending live webinars or Q&A with experts on how they’ve used the app to
improve their lives.
• Being featured as an expert for webinars or Q&A on how they’ve used the app to
improve their lives.
• Access to a personal productivity coach for limited time (who uses the app).
26. Core Drive 1: Epic Meaning & Calling
• Showcase how Habitica is helping improve the lives of many by
creating good habits, hence a regular reminder (once a week for
example) of how many people are on habit streaks, how many habits
have been built (60 day streaks for example) to this date.
• Feature initiatives on building sound habits for less privileged
communities to involve local users. This way users could see how
habits can help improve the lives of others in action, and feel
accomplished for having a real impact on others’ life.
• Establish some Elitism by showing testimonials of good habits formed
by featured users, opposed to bad habits that are so common in
many peoples’ lives.
27. Core Drive 2: Development &
Accomplishment
• Including very visible stats on how, through Habitica, good habits have been
improving. This could include things like habit streaks, attention calls for
habits/dailies where performance hasn’t been great. This stats could feature
areas of focus (from the existing areas: Work, Exercise, etc), so players can have
constant feedback on their progress in these areas which is probably the reason
why they joined.
• Simpler design for the Onboarding and start of Scaffolding phases of the player
journey. Reduce perhaps the variety of actions available to perform so the user
cannot feel confused when starting to use the app, and slowly but steadily
introduce additional features so after some time the player is able to take full
advantage of all the possibilities.
• Having the monsters more related to the areas of development, and have a
progress bar that features how many monsters have been defeated in the area to
give a sense of progress in each related direction. Perhaps fighting different
enemies simultaneously but each only being damaged or inflicting damage
according to the development area improving or lagging. This could be closely
linked with the first idea of the visibility of stats on habit improvement.
28. Core Drive 2: Development &
Accomplishment (cont)
• Having some specific levels and/or rewards depending on the life area
developed or improved, getting boosts for specific habit streaks in
areas. It could include having a trophy shelf for these types of
achievements.
• Being on a long streak or becoming one of the top performers could
allow certain players to be temporarily featured within the entry page
of the app as well as within the app itself. This could be rotating and
be measured over limited time, so all users have the possibility to be
featured if they commit the desired actions enough to outperform
others over that period.
• Having a small game or certain adventures that feature the players’
character/avatar in a certain setting. Reaching this could be given
after certain accomplishments have been achieved.
29. Core Drive 3: Empowerment of Creativity &
Feedback
• Could feature a journaling area, with free writing but also some checklist items, so it is
possible to see tendencies on when habits where broken etc. This could also be very
useful for mentor and/or coach discussed further ahead. Also some CD5 with the mentor
and/or coach feature.
• Having the very limited possibility to offer habits coaches or productivity coaches could
open a new line of business, but also help increase the motivation to conduct the desired
actions of committing daily returns and tasks within the app. The coach should be fluent
in the use of the app and closely related with the creators so it can actually help improve
the business metrics.
• Using the boosts for streaks in strategic forms to make the most of them. For example
combining a temporary boost of being able to attack two monsters within the same
development area combined with a temporary boost in attack to deal extra damage.
Given the fact that these boosts are given out in moments of streaks in habits, dailies
and/or to-dos, the player is more likely to complete the daily tasks and defeat the
corresponding monsters, which provides an increase in stats and achievements, hence
creating a virtuous circle.
30. Core Drive 4: Ownership & Possession
• Show users how great habits are able to improve the jobs, access to opportunities and
financial situation. Building habits might seem like something used particularly in areas
like health, fitness & nutrition and chores. However, creating good habits in the
workplace can lead to promotions and opportunities, for entrepreneurs can be of huge
help for productivity. In the financial sense, good financial habits can compound over
time to improve or even create financial success.
• The collection sets could be implemented (perhaps haven’t played long enough to see
them). This could motivate users to stay on track in order to obtain the items to
complete a larger collection once they have access to the first one. This one should be
easy, perhaps even surprising to obtain (CD7), but require slightly more effort each time
to feel meaningful.
• Could either write a book on successful habit creation (more difficult) or partner with
some author(s) in the space to offer a book around the topic as a very special reward. As
with Yu-kai’s “Actionable Gamification”, it could have several levels of rewards starting
with e-book format, then with physical book, signed book and perhaps a conversation
with the author. The author could gain exposure with the users of the app, being
featured and offering specific recommendations within the app based in the book, so
users who haven’t achieved the reward feel motivated to buy it themselves.
31. Core Drive 5: Social Influence & Relatedness
• Receiving and offering mentorship within the app. More experienced users, especially
according to their strongest areas of development, could be matched with users who,
though advancing, are at lower stages in the developments of their habits and abilities.
The mentoring can be rewarding in itself for both sides, and could even help establish
relationships within and outside the app. If well channeled the relationship within the
app, it could have the double effect of helping improve development areas, through the
app, and also incentivizing the user to increase the use of the app to interact with the
mentor, and to provide honest stats within the app to continue improving.
• Powered invites to friends. This could be a limited feature that is refreshed monthly, to
establish an artificial ceiling, hence also appealing to some CD6 & CD8 when users see
they can miss on it if not used on time. It could include an aura effect so invited powered
users can have access to certain features they wouldn’t from the start. This could include
a boost that the inviter has already used, or a sharing a rare item that the inviter has.
• Social gifting, so some items are not possible to obtain unless gifted by others. This
could include related boosts, for instance used in collective monsters so they enable
users to protect the other participants from damage for a certain amount of hours for
example, turning that player into a hero of that quest. This kind of boost would need to
be limited, hence appealing as well to CD6. Another example could be with rare pets.
32. Core Drive 5: Social Influence & Relatedness
(cont)
• Having an accountability buddy could help improve the experience in the
app. Using the available data from the struggles and buildup of habits that
the player is going through, the app could suggest the possibility of an
accountability buddy that helps keep the user on track. For instance they
could have certain shared stats, like HP so both are committed to pushing
each other into using the app and completing their tasks often.
• Access to private groups of great performers according to their top rated
development area, so they can share great practices and help each other
out. It would mean some sort of exclusive guild promoted by the app. Since
it would be exclusive to great performers, it could also generate some
Elitism so also appealing to CD1.
• Same idea as previous, but for overall top performers, hence even more
exclusive. This could be something every user knows exists, but can’t really
know what happens inside, so appealing to CD2 for those within, and some
CD6 for those who haven’t made it yet.
33. Core Drive 6: Scarcity & Impatience
• Featuring torture breaks with a maximum amount of tasks per day, so
players must strategically decide which to upload to the app. They must be
sufficient to improve the business metrics, though limiting them acts as a
motivator for users to want to make the most of this possibility, and not
miss out on it, hence doing more of the desired behavior.
• Dangling very scarce power-ups that allow users to increment the amount
of tasks per day. By doing the desired actions so often, users would be able
to have access to… being able to do the desired action even more!
• Having parties (where quests can be initiated) have a maximum amount of
participants. This would again signal to the participants that’ll want to max
out the number to help the quests be more achievable, however also
creates a certain sense of exclusivity to participate in these. Even limiting
when users are able to create parties and quests, motivates the users to
commit the desired actions to obtain access to such a feature.
34. Core Drive 7: Unpredictability & Curiosity
• The appearance of individual and unexpected monsters (without
requiring the participation in a quest) can keep the users on their toes
expecting when another monster will attack, and keeping their stats
in decent levels to avoid failure in such an event (CD8). There is a
current feature that allows users to take “breaks” so they are not
affected by attacks within their parties (called the Inn), these “breaks”
would also apply to these unexpected individual monsters.
• Provide a mystery box to be unlocked by doing a large desired action,
which could contain new habits or development areas, power tips or
access to exclusive features or items.
35. Core Drive 8: Loss & Avoidance
• FOMO Punch. Showing users how bad habits and/or the lack of
positive habits is affecting their lives, and how by using Habitica they
could be making amazing progress towards creating such habits.
• To the daily tasks reminders, I’d show some consequences as to not
committing to their habits, perhaps with HP and others within the
app to try and avoid Anti-CD8 and scare users altogether once they
have already registered in the app.
• Send notifications in the mobile or email when users spend some
time without returning (perhaps a week or two?), to remind them of
all the amazing habits they’ve been building and how not returning
could negatively impact their progress outside the app.
36. STEP 3: Core Activity Loop
The core activity loop is as follows:
1. Receive a reminder for the dailies (Trigger-Feedback).
2. Enter Habitica.com or Habitica app (Desired Action).
3. View current stats and challenges to check progress (Feedback-Rewarding Win-state).
4. Creates To-do list for the day (Investment of Hooked Model).
5. View list of tasks (Feedback-Trigger for next Desired Action).
6. Engages in habits, dailies or to-do list items (Desired Action).
7. Register tasks as done (Desired Action).
8. Receive a reward for successfully completing task (Win-state with Rewards). Repeats
5-8 until done with list, perhaps occasionally returning to 4 to add items.
9. Sit back and views his achievements / stats of the day and streaks of habits / dailies /
checking items off to-do list. (Win-state)
37. Core Activity Loop (cont)
The actions in the previous slide are the main ones that would relate to the main business
metrics. Other actions, feedbacks and rewards would complete the loop so the players have
different motivations that chain one another to keep them engaged. Additional layers and
loops within these loops would help increase the engagement. For example after doing all the
tasks the player would have accumulated more gold, and have a chance to improve its current
equipment, generating an investment on the personalization and stats improvement of the
player’s avatar. Now being more powerful, the player could be more motivated to defeating
monsters to try out the new powers. Since attacking monsters is achieved by completing tasks,
this would once again reinforce the core activity loop.
During the analysis I detected the need to include some more black hat, so the player is
motivated to take action immediately. The burn-out effect of black hat can be countered with
the fact that it is pushing the player to create habits that it is interested in, so just like having a
personal trainer who calls you “loser” so you are motivated to do more push-ups, for example,
but after all you thank him or her because it was done to push your limits so you could achieve
something YOU wanted. Same happens with the habits and to-dos in Habitica, they are
introduced by the player since there is a reason to create such a habit, and it is entirely
voluntary, no “tricks” are being pulled to lure the player into creating those behaviors, and the
app itself has the purpose of helping create them.
38. Core Activity Loop (cont)
So, one of the ideas that came up during the brainstorming was the appearance of unexpected
individual monsters, since this would be totally random, it could introduce some CD7 and
trigger the user to open the app and save his avatar by checking items from the daily tasks to
defend from these monsters and also defeat them.
Another idea to increase black hat motivation is to place a cap on the amount of daily activity
for the user, creating a sense of the “energy level” for a day that a user can spend (which would
pretty much replicate what happens in real life). This would appeal especially to CD6, but also
strategizing how to create tasks and which ones to place for the day would also appeal to CD3.
Since the previously described cycle might end up being monotonous after a while (during or
after scaffolding especially), new capabilities and expectations must be built in for the
endgame. Since in the long run, black hat might not be the best weapon, once the habit of
using the app is there, something important to maintain or even increase that engagement
would be to provide new experiences, especially if they appeal to white hat.
So some of the things I would do to keep the player engaged in the endgame would be
providing an accountability buddy. Once both sides accept, they would be paired and things like
the individual monsters would attack them both, so surviving the mission now becomes a
responsibility not only with yourself, but with you buddy (CD5 & CD8). Also, sharing the regular
struggles, goals and desires with a buddy through the app can make the experience more
personalized.
39. Core Activity Loop (cont)
I’d introduce within the scaffolding a mentor figure (another player), who could also provide the mentee
with some equipment to improve, and give advice on his journey in the app, but especially in the
experience of creating positive habits through Habitica. This should be well crafted using the best of the
available data, so suggested mentors/mentees would have things in common to share and establish a
good relationship. Once the mentee goes into endgame, the relationship with the mentor could
continue as that mentor would probably still be in a better level (in the app and in life regarding habits),
but it would also be a time for that mentee to take it to the next level and become a mentor. This helps
the player pay it forward, and the app to keep the flow of the mentoring initiative alive.
Creating an alliance with personal productivity coaches, could help create the coach feature. This would
be pretty exclusive as these coaches tend to be quite costly. However, the app could offer a coach, for a
limited amount of time, to users after they reach a certain level. Since the experience would be a great
one for those who reach this level, the coaches could be motivated by the fact that many of the users
would probably enter their funnel after receiving the free part. The targeted user is highly motivated to
achieve in life, and getting great results could be a powerful motivator for engagement. Ideally, their
coaching should spin around the creation of habits and using Habitica. After getting half the way to
achieving the productivity coach feature, I’d show a progress bar so players can get a sense of
achievement, and also be motivated to take action towards filling the rest of the progress bar.
The possibility of creating also special guilds, where only top performers of each area would have access
(so combining especially CD6 & CD5). For example those who are excelling in their school habits would
have the exclusive possibility to participate in a guild to share special quests related to the area,
exchange advice, and in general enjoy this sense of exclusivity for those allowed within.
40. Sample Slides – Individual Monsters
You have been attacked by the office procrastinator!
Make sure you complete your daily work-related tasks
to keep the procrastinator away. If you want to defeat
him, you’ll need to make an extra push!
Go to work tasks
41. Sample Slides – Daily Energy Limit
Energy cost
20
Energy remaining
100
Energy cost
50
Energy remaining
0
42. Sample Slides – Daily Energy Limit Power-up
Energy spent
50
Energy remaining
0
If you continue your heroic tasks for another week,
you’ll be able to increase your daily energy! With more
energy you’ll be able to create and complete more
tasks, and hence increase your abilities and attacking
capacity. Keep up the great work and unlock this
amazing power!
Let’s do this!
43. Sample Slides – Accountability Buddy
Octalysis Tester you have encountered Octalysis
Witch! You seem to be interested in similar things (like
spiders), and have a similar level, would you like to
become Octalysis Witch’s Accountability Buddy? You’ll
help each other out on individual quests, exchange
items and other exciting interactions. (Remember you
can only have one Accountability Buddy at a time)
Reject BuddyAccept Buddy
44. Sample Slides – Mentoring (Mentor screen)
Octalysis Tester, you’ve been through the tough times, and have
had your own strength and the support of your mentor to get
through them. In the midst of your adventures you have fought
side by side with many, beginners and masters alike. Lately,
someone has been closer to you, you start noticing how Octalysis
Intermediate is having a similar journey, and goes through many
of the struggles you’ve conquered. This hero even likes wolves like
you. Would you take Octalysis Intermediate as your Mentee? This
would increase your Intelligence stats, provide you access to
special items and, of course, leave a legacy in Habitiland.
Reject MenteeAccept Mentee
45. Sample Slides – Mentoring (Mentee screen)
Octalysis Intermediate, as your journey moves on and you gain
experience, you also realize that there’s other heroes in this land
that have been around for a while, and that you could look up to.
These have sometimes even been your partners in quests. In
particular, Octalysis Tester has been very close and you seem to
share many interests (yes, even mounting a wolf!). Octalysis
Tester seems to be willing to share some of the experience,
knowledge and even some equipment gained through the
journey, would you accept taking Octalysis Tester as your mentor?
Reject MentorAccept Mentor
46. Sample Slides – Progress bar for advanced
users – Coach initiative
Free coaching progress!
95
50%
47. Sample Slides – Exclusive guilds
The Council of the Wise of the secret Work
Productivity Guild, amazed by your achievements in
work habits, has granted you exclusive access! Here
you’ll find top performers like you. Beware! Don’t take
membership for granted, you have to continue your
star performance to belong to this secret guild.
Enter Work Productivity Guild
150
48. Sample Slides – Exclusive guilds (cont)
Secret Work Productivity Guild
Council of the Wise for the Workplace
Secret Work Productivity Guild
Council of the Wise for the Workplace
49. Sample Slides – Email reminder
Hey Octalysis Tester! The people of Habitiland have been under great
stress in your absence. Many monsters have come about to destroy
villages you used to protect. We, the free people who still remain in
these lands, urge you to return to your heroic habits of daily
meditation, exercise, 1 hour of family time and 10 minutes of
brainstorming! These brought great peace to our land.
Go to Habitica now
Subject: Save the people of Habitiland before your habits are gone!
50. Sample Slides – Stats for areas of habits and
power-ups
Wow! You’ve been keeping up with your
Health+Wellness habits quite well! You have a 5 week
streak! Continue on this path for two more weeks and
you’ll have formed a habit. Once the habit is formed, it
doesn’t require energy to complete and deals extra
damage to monsters. Keep it up!
Huzzah!
2 weeks to form habit
22 days to form habit
10 minute brainstorm