I've been building TinyPomo, a small Pomodoro game for iPhone. A 5, 25, or 45 minute session adds a piece to a moon base, and later opens a Mars map. Update (10 Oct): TinyPomo is now live on the App Store π https://apps.apple.com/gb/app/tinypomo/id6810834294 The page is https://tinypomo.app. If you look, I'd like to know what feels off.
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TestFlight is open for TinyPomo, a Pomodoro game for iPhone. A 5, 25, or 45 minute session adds a piece to a moon base. The link is testflight.apple.com/join/yWs6j2yV. If you try it, I'd like to know what feels off.
Love the moon base β Mars progression, a visible "thing I built with my focus" is such a strong motivator. One thing I'd be curious about: what happens when someone abandons a session halfway? I've been experimenting with the same idea on the web (a little pet that only grows from finished sessions) and found that a gentle consequence (the pet looks a bit sad) works better than losing progress β losing a module felt too punishing in testing. Did you play with any failure states in TinyPomo?
Thanks Ethan, I love the sad pet idea. TinyPomo never takes away anything you've built: abandon a session and you just earn nothing for it, and it's logged as abandoned. If you need to stop early you can tap Complete instead and bank credits for the time you did. Did the sad pet bring people back for another session?