LootDrop started as a simple question I asked myself while exploring Vibecoding:
“What if solving personal problems could feel as motivating as winning loot in a game?”
The idea was to reimagine how we track progress and celebrate small wins, using game-like feedback and rewards to make self-growth more engaging.
🎯 The Problem
We often struggle to stay consistent with our goals because progress feels invisible, there’s no instant feedback or sense of achievement.
Unlike games that reward every move, real life doesn’t give you that dopamine rush.
So, I wanted to design a small system where goals, actions, and personal milestones feel like loot drops earned, visible, and worth celebrating.
🧩 My Approach
I designed an experience where users could:
Set a Quest (goal)
Break it into Missions (micro-tasks)
Earn Loot (visual rewards) as they progress
I combined gaming energy with calm UI elements bold cards, animated progress meters, and uplifting copy like “You earned it!” instead of “Task completed.”
🛠 My Role
UX Concept & Flow Design
Visual Design & Prototype in Figma
Experimented and launched via Lovable’s Vibecode environment
✨ Outcome
LootDrop became a proof-of-concept showing how play can drive motivation.
It reminded me that great design isn’t only functional, it should feel good to experience.
🧠 What I Learned
Feedback and reward systems are essential for motivation.
Vibecoding helps me move fast from idea to interaction.
Design can turn self-improvement into something fun and emotionally rewarding.