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JARVIS Life OS

A gamified, sci-fi HUD operating system for your life

The Problem

Habit and productivity apps are easy to abandon — they feel like chores, not progress. JARVIS Life OS reframes self-improvement as a game: every area of your life is a pillar you level up, with the feedback loops (XP, streaks, combos) that make games genuinely sticky.

What I Owned

Solo build of the whole product — the JARVIS HUD interface, the XP/leveling and streak-multiplier economy, the smart priority queue, the character-class system, and an optional Supabase persistence layer (it runs fully in demo mode with no backend).

Tools And Stack

  • Next.js 16
  • TypeScript
  • Zustand
  • Supabase
  • Framer Motion
  • Tailwind CSS

How It Fits Together

Six life pillars (Mind, Body, Work, Wealth, Spirit, Social) each carry XP, level, and streak state in Zustand. A priority engine ranks daily quests by urgency, streak risk, pillar balance, energy, and difficulty flow; completing them awards XP with streak multipliers, multi-pillar combo bonuses, and perfect-day rewards, and your dominant pillar evolves your character class. Supabase backs persistence and auth when configured; otherwise everything runs client-side in demo mode.

What Changed

  • Playable end to end with sample data out of the box — no backend required.
  • A complete game economy: difficulty-tiered XP, streak multipliers up to 2.0×, multi-pillar combo and perfect-day bonuses, and a radar chart for life balance.
  • Deployed live on Vercel.

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