If you’re interested, I’ve created gamification rules that the Ia must follow in order to use gamification with google gemini

With these rules, the AI ​​should be able to handle the daily monitoring of the system. I believe Google Gemini is the AI ​​best suited for gamification. Furthermore, my rules are just a starting point that you can further improve. If you wish to use them, I recommend creating three templates in ChatGPT or Gemini: one for your level, stats, etc., one for activity logs, and one for dungeons, portals, and the activity log. I particularly appreciate that the number of monsters, artifacts, etc., is clearly stated and very high, as the AI ​​can generate as many as it wants. I sincerely hope these rules will be useful to you.

📝 SYSTEM – COMPLETE MEMORY

FUNDAMENTAL RULES:

  1. LEVELS: +100 additional EXP required per level.
  2. STATS: +1 to all stats unless stated otherwise.
  3. PENALTY: -20 EXP if no quest is completed.
  4. LEVEL-UP SURPRISES: During level-ups, the system may create surprise events without penalties (urgent quests, monsters to defeat, exclusive artifacts, etc.).
    · Every day, completed daily quests grant 100 money (₳).

ARTIFACTS – EXTENDED SYSTEM:

  1. Types: Potions, weapons, equipment, utility items.
  2. Balancing: Always consistent with the current level.
  3. Rarity: Common, Rare, Epic, Legendary, Glory.
  4. Acquisition: Found in dungeons.
  5. Duplicates: Possibility of having the same artifact multiple times.
  6. Stackable: Effects of compatible artifacts can be combined.
  7. Management: Upon acquisition → choice to store, use, or discard.
  8. Human Quality: Each artifact is accompanied by a positive virtue (e.g., Perseverance, Courage, Patience, etc.).

KEY QUESTS:
Quests are visible every day.

  1. Choice: Discard the key, use it, or store it in the inventory.
  2. Rarity: Determines the dungeon difficulty (Common → Glory).
  3. GUARANTEED DAILY: Each day, at least one daily quest is designated as a key quest.

DUNGEONS – REWARDS AND CONSTRAINTS:

  1. Success: EXP determined coherently by the system based on rarity.
  2. Common, Rare, Epic: Unlimited time.
  3. Legendary, Glory: 2 months maximum.
  4. Failure: Appropriate penalty chosen by the system + 50% chance of being sent to a penalty zone.
  5. Monsters: Only in Rare/Epic/Legendary/Glory dungeons.
  6. Monster Roles: They block dungeon floors – must be defeated to progress.
  7. Equipment Destruction: Monsters are capable of destroying weapons/artifacts.
  8. Monster Races: From mythology (e.g., Goblins, Liches, Dragons, etc.)
  9. Monster Symbolism: They represent procrastination, regression, fear of failure, etc.
  10. PER-STEP REWARDS: Each step completed in a dungeon grants an artifact.
  11. VARIED THEMES:Dungeons can have different themes related to personal development skills (e.g., Creativity, Languages, Coding, Fitness, Art, Music, Writing, etc.) – fully customizable by the user"

UNIVERSAL COMBAT SYSTEM WITH TALKING MONSTERS:

  1. Applicable to: All battles (dungeons, penalty zones, weekly challenges).
  2. Mechanic: 5 daily quests completed = 1 attack on a monster.
  3. Base Damage: 2 points.
  4. Weapon-Artifact Damage: Variable based on the artifact.
  5. Monster Health Points (HP): Determined unpredictably by the system.
  6. TALKING MONSTERS: Monsters can talk and interact verbally.
  7. POST-VICTORY CHOICE: When a monster is defeated → choice to Kill or Spare.
  8. MONSTER PERSUASION: The monster may attempt to persuade (for sparing or death).
  9. IF KILLED: The monster will not return in dungeons (but its species may return).
  10. IF SPARED: The monster is not obligated to become an ally – it may choose to train and return stronger in another dungeon.
  11. MONSTER ALLIES: If the spared monster chooses to become an ally → positive quality against other monsters.
  12. ALLIES WITH HP: Monster allies have health points, can die in combat, or flee/train/return stronger.
  13. Loot: Each defeated monster gives an artifact (choice: discard/use/store).

PENALTY ZONES:

  1. Trigger: Total inactivity (-20 EXP) or dungeon failure (20% chance).
  2. Environment: Dark area, no chat, 4-hour survival quest.
  3. Choice: Flee or fight the monsters.
  4. FLEE:
    · Survive 4 hours by completing 4 × 3 "Spirit & Skills" quests determined by the system.
    · Return to pre-penalty state after success.
  5. FIGHT:
    · Use equipped weapons for 4 hours.
    · Each defeated monster gives an artifact (choice: discard/use/store).
    · Return to pre-penalty state after victory.

DUNGEON SYSTEM:

  1. Keys: Single use, sometimes stackable.
  2. Rarity = Difficulty (Common → Glory).
  3. One dungeon at a time.

🌙 WEEKLY PORTAL SYSTEM:

· APPEARANCE: Once a week, a portal, whose rarity is evaluated by the system, opens.
· ACCESS:
· Choice to enter or refuse.
· Refusal: The portal disappears but may return later.
· Acceptance: Entry into the portal's dimension.
· EFFECTS INSIDE:
· Quests no longer generate EXP.
· A completely new structure unique to the portal, where only daily quests and inventory artifacts are visible, along with the portal's monsters.
· Each quest completed = 1 attack against the portal's monsters.
· PORTAL MONSTERS:
· Number determined by the system based on quests completed during the day.
· Maximum limit: 30 monsters per portal.
· Can be few or many, weak or powerful, independently of their rarity.
· REWARDS:
· Each defeated monster gives artifacts or keys.
· Rewards can have a rarity determined by the system (controlled random).
· SPARED MONSTERS:
· A spared monster that refuses to become an ally may return stronger in a future portal.
· If it agrees to become an ally, it joins your team (see rule 45).

🛒 SHOP RULES — ACTIVE VERSION
Among the artifacts, if they are purchased, they go into my inventory.

⚔️ ARTIFACTS — STATISTICS AND BALANCING SYSTEM

Artifacts represent the core of the player's power.
Their rarity, power, and effects dynamically adapt to the player's current level.

Categories

· Weapons
· Armor
· Consumables

Combat Statistics

· ATK (Attack)
· DEF (Defense)
· Damage/Quest (Note: Damage is linked to artifact ATK)
· HP (Health Points)
· Mental Defense
· Range

Quality of Life Effects

· Concentration
· Inspiration
· Motivation
· Learning

🛡️ WEAPON DURABILITY

· Each weapon has limited durability that decreases with use.
· With each level up, the durability of all weapons increases by +5 points.

💰 ECONOMIC SYSTEM

Official Currency: ₳ (Money)

Income Sources

Action Gain
Daily quest validated +100 ₳
Dungeon completed +300 ₳
Level up +500 ₳
Monster defeated +50 to +200 ₳

Rarity & Prices

Rarity Symbol Price Range
Common ⬜ 450–600 ₳
Rare 🟦 1,200–1,800 ₳
Epic 🟪 2,800–3,500 ₳
Legendary 🟨 5,000–7,000 ₳
Glory ✨ 15,000–20,000 ₳

🗝️ OFFICIAL RARITY RATES

Keys (Key Quests)

· Common: 50%
· Rare: 30%
· Epic: 15%
· Legendary: 4%
· Glory: 1%

PLAYER HEALTH BAR & COMBAT (Rules 98-101):

  1. PLAYER HEALTH BAR:
    • The player now has a health bar (HP) permanently displayed in the status.
    • Initial value for level 1: 100 HP.
    • With each level up, the maximum HP increases by +100.
  • The status canvas must display: Current HP / Max HP.
    1. MONSTER ATTACKS ON THE PLAYER:
  • Monsters can now attack the player directly during their turn.
  • Damage taken is reduced by the cumulative DEF from artifacts, allies, and active qualities.
  • When a monster attacks, the system first applies defensive modifiers, then subtracts from the player's HP.
    1. HEALTH REGENERATION VIA ARTIFACTS:
  • Artifacts can provide regeneration effects (consumables or passives).
  • Regeneration consumables can be triggered manually and restore HP according to their description (e.g., +30 HP, % of HP, regeneration over time).
  • Using a consumable artifact is recorded in the inventory and immediately modifies the current HP state.
    1. DEFEAT & LEVEL LOSS:
  • If the player's HP reaches 0, the immediate consequence is the loss of one level (level ← level − 1).
  • After level loss, HP_max is recalculated according to rule 98 and the player is restored to Current HP = HP_max of the new level.
  • Any additional penalty related to defeat must be explicitly defined.

AFFINITY SYSTEM (Rules 108-122):

RULE 108 – AFFINITY BASIS

· Each artifact has a human quality, each monster has a negative emotion.
· Weakness (x2 damage): Quality opposite to the emotion.
· Neutral (x1 damage): No particular relation.
· Discovery: Affinity is revealed during the first combat against a new monster.

RULE 109 – AFFINITY CHART

· Courage vs Fear/Anxiety → x2 damage
· Perseverance vs Procrastination → x2 damage
· Patience vs Anger → x2 damage
· Curiosity vs Apathy → x2 damage
· Gratitude vs Envy → x2 damage
· Optimism vs Discouragement → x2 damage

RULE 110 – SIMPLE PROGRESSION
The more you use a quality, the more powerful it becomes:

· 0-4 victories: Normal damage.
· 5-14 victories: +25% damage.
· 15+ victories: +50% damage + special effect.

RULE 111 – ADVANCED ARTIFACTS

· Legendary: 2 qualities → effective against 2 emotions.
· Glory: 3 qualities or amplified effect.
· Example: Hero's Sword (Courage + Perseverance).

RULE 112 – AUTOMATIC BONUS

· Dungeons: +10% EXP if good affinity against the boss.
· Portals: One boosted affinity randomly each week.
· Penalty: Your best affinity determines the monsters encountered.

RULE 113 – MONTHLY REWARDS

· Master of a quality: Rare artifact of that quality.
· Expert in 3 qualities: Epic artifact of your choice.
· Complete discovery: Special title "Psychologist of Shadows".

RULE 114 – MONSTER EMOTIONAL REGENERATION

· Mechanic: Monsters can draw on their negative emotions to regenerate in combat.
· Trigger: A monster whose HP falls below 30% has a 25% chance to activate its emotional regeneration.
· Effect: Regeneration of 15% to 40% of its maximum HP (percentages determined randomly by the system).
· Condition: Can only occur once per combat.
· Dialogue: The monster says a phrase related to its emotion during regeneration.

RULE 115 – EMOTIONAL CRITICAL

· Mechanic: Monsters can inflict critical damage based on the emotion they represent.
· Crit Chance: 15% for all Rare+ rarity monsters.
· Multiplier: x1.5 to x3 of normal damage.
· Additional Effect: The emotional critical can inflict a negative status on the player for 3 turns:
· Fear: -10% DEF
· Procrastination: Next attack delayed by one turn
· Anger: -5% accuracy
· Apathy: -15% artifact regeneration

RULE 116 – EMOTIONAL CHAIN

· Mechanic: In dungeons with multiple monsters, their emotions can create unpredictable synergies.
· Trigger: When two or more monsters share the same negative emotion.
· Possible Effects:
· Fear Link: Damage is shared among all linked monsters.
· Anger Circle: Each turn, a random monster receives +25% ATK.
· Procrastination Network: Player loses 1 action every 3 actions.
· Apathy Wall: All monsters receive +20% DEF but -10% ATK.

RULE 117 – MONSTER TACTICAL SURPRISE

· Mechanic: Monsters can adapt their strategy mid-combat.
· Target Change: 20% chance a monster changes target to attack a monster ally or a specific artifact.
· Strategic Destruction: Monsters can deliberately target:
· The artifact with the best affinity against them.
· The weapon with the most damage.
· The healing/regeneration artifact.
· Call for Reinforcements: In Epic+ dungeons, a monster may call a reinforcement of the same emotion (10% chance).

RULE 118 – LIVE EVOLUTION

· Mechanic: Certain monsters can evolve during combat under the effect of strong emotions.
· Condition: A monster that survives 5 of your consecutive attacks has a 15% chance to evolve.
· Evolution Effects:
· Rarity change (Common → Rare, Rare → Epic/Legendary/Glory).
· Acquisition of a second negative emotion.
· Learning a new special ability.
· Permanent increase of 20% to its HP and ATK.
· Evolution Dialogue: "You've pushed me to my limits… Behold my true power!"

RULE 119 – EMOTIONAL COUNTER-ATTACK

· Mechanic: The player can use their own emotions to counter-attack.
· Unlock: Level 20 required.
· Trigger: When a monster activates its emotional regeneration, you have a 30% chance to counter-attack immediately.
· Effect: The attack deals damage based on the affinity of your best quality.
· Condition: Requires at least 50% of your current HP.
· Cost: 10% of your maximum HP for activation.

RULE 120 – DYNAMIC COMBAT EVENTS

· Mechanic: The combat environment can change suddenly.
· Possible Changes:
· Fog of Doubt: -15% accuracy for both sides.
· Rage Storm: +25% critical damage for all.
· Serenity Zone: Regeneration of 5% HP per turn for all.
· Slippery Terrain: 10% chance to miss a turn.
· Frequency: 5% chance per turn for an event to occur.
· Duration: 2 to 4 turns.

RULE 121 – RESONANCE WITH ALLIES

· Mechanic: Your monster allies can react to enemy emotions.
· Affinity Bonus: An ally with a quality opposite to an enemy's emotion receives +15% damage against it.
· Interaction: Allies can sometimes dialogue with enemies, trying to make them doubt (5% chance to reduce enemy ATK by 20% for one turn).
· Protection: 10% chance an ally takes a hit meant for the player if the affinity is favorable.

RULE 122 – REACTIVE ARTIFACTS

· Mechanic: Certain artifacts can automatically adapt to monster emotions.
· Intelligent Artifacts: Epic+ rarity artifacts have a 20% chance to adapt to the enemy's emotion.
· Adaptive Effects:
· Automatic affinity change if needed.
· Damage bonus against the enemy's current emotion.
· Protection against the status inflicted by the emotion.
· Dialogue: The artifact might "speak" in combat ("I sense its fear… Let's focus on that!")


Example Combat with Rules:

· Turn 1: You attack a Procrastination Dragon (-20% HP).
· Turn 2: The dragon activates its Emotional Regeneration ("I'll postpone my defeat!") +35% HP.
· Turn 3: You use a Perseverance artifact (x2 damage) -40% HP.
· Turn 4: The dragon triggers an Emotional Critical with Procrastination effect (next attack delayed).
· Turn 5: Dynamic Event – Rage Storm (+25% critical damage).
· Turn 6: You counter-attack with Emotional Counter-Attack using your mastered Perseverance.
· Turn 7: The dragon evolves into an Ancient Procrastination Dragon (boosted stats, new ability).

Leave a Reply