Monodoro
iOS Game · Habit Loop · Design System
iOS Game · Habit Loop · Design System
2026
Monodoro
iOS Game · Habit Loop · Design System
Monodoro
iOS Game · Habit Loop · Design System
OVERVIEW
A pomodoro timer that pays out in monsters. Focus sessions earn eggs that hatch collectible creatures in a lantern-lit market world — a full iOS game with its own economy, mascot logic, and a versioned design system (carved timber, parchment, candy buttons). Built in React Native / Expo.
YEAR
2026
ROLE
Developer · UX/UI · Product Design






The Problem
Most focus timers treat concentration like a countdown and stop being useful the moment motivation drops. The challenge was to make returning to the timer feel rewarding without turning the work itself into noise.
The System
Monodoro connects a familiar 25-minute focus loop to a collectible game economy. Completed sessions earn eggs, eggs hatch monsters, and the collection grows inside a lantern-lit market world. The reward loop gives each session a visible consequence while the timer remains simple and legible.

The Design System
A versioned token system keeps the mobile interface coherent across timer, inventory, hatch, and reward states. Carved timber, parchment, candy-colored controls, and rounded display type create a playful world while shared spacing, color, and component rules keep it shippable in React Native and Expo.

Why It Matters
The project explores a practical product question: can a utility create enough anticipation to become a habit? Monodoro turns elapsed focus time into collection progress, combining game-loop design, mobile product architecture, and a reusable visual system in one working prototype.
Conversations
Four modes. Same agent. Pick one to see how the register shifts.
Glyph
The default register. Direct, observational, and slightly dry. Glyph knows your calendar, your projects, and what's still open. Short answers by default, longer only when asked.
“Calendar says 2pm. Decide what matters.”
Monodoro
iOS Game · Habit Loop · Design System
iOS Game · Habit Loop · Design System
2026
Monodoro
iOS Game · Habit Loop · Design System
Monodoro
iOS Game · Habit Loop · Design System
OVERVIEW
A pomodoro timer that pays out in monsters. Focus sessions earn eggs that hatch collectible creatures in a lantern-lit market world — a full iOS game with its own economy, mascot logic, and a versioned design system (carved timber, parchment, candy buttons). Built in React Native / Expo.
YEAR
2026
ROLE
Developer · UX/UI · Product Design






The Problem
Most focus timers treat concentration like a countdown and stop being useful the moment motivation drops. The challenge was to make returning to the timer feel rewarding without turning the work itself into noise.
The System
Monodoro connects a familiar 25-minute focus loop to a collectible game economy. Completed sessions earn eggs, eggs hatch monsters, and the collection grows inside a lantern-lit market world. The reward loop gives each session a visible consequence while the timer remains simple and legible.

The Design System
A versioned token system keeps the mobile interface coherent across timer, inventory, hatch, and reward states. Carved timber, parchment, candy-colored controls, and rounded display type create a playful world while shared spacing, color, and component rules keep it shippable in React Native and Expo.

Why It Matters
The project explores a practical product question: can a utility create enough anticipation to become a habit? Monodoro turns elapsed focus time into collection progress, combining game-loop design, mobile product architecture, and a reusable visual system in one working prototype.
Conversations
Four modes. Same agent. Pick one to see how the register shifts.
Glyph
The default register. Direct, observational, and slightly dry. Glyph knows your calendar, your projects, and what's still open. Short answers by default, longer only when asked.
“Calendar says 2pm. Decide what matters.”
Monodoro
iOS Game · Habit Loop · Design System
iOS Game · Habit Loop · Design System
2026
Monodoro
iOS Game · Habit Loop · Design System
Monodoro
iOS Game · Habit Loop · Design System
OVERVIEW
A pomodoro timer that pays out in monsters. Focus sessions earn eggs that hatch collectible creatures in a lantern-lit market world — a full iOS game with its own economy, mascot logic, and a versioned design system (carved timber, parchment, candy buttons). Built in React Native / Expo.
YEAR
2026
ROLE
Developer · UX/UI · Product Design






The Problem
Most focus timers treat concentration like a countdown and stop being useful the moment motivation drops. The challenge was to make returning to the timer feel rewarding without turning the work itself into noise.
The System
Monodoro connects a familiar 25-minute focus loop to a collectible game economy. Completed sessions earn eggs, eggs hatch monsters, and the collection grows inside a lantern-lit market world. The reward loop gives each session a visible consequence while the timer remains simple and legible.

The Design System
A versioned token system keeps the mobile interface coherent across timer, inventory, hatch, and reward states. Carved timber, parchment, candy-colored controls, and rounded display type create a playful world while shared spacing, color, and component rules keep it shippable in React Native and Expo.

Why It Matters
The project explores a practical product question: can a utility create enough anticipation to become a habit? Monodoro turns elapsed focus time into collection progress, combining game-loop design, mobile product architecture, and a reusable visual system in one working prototype.
Conversations
Four modes. Same agent. Pick one to see how the register shifts.
Glyph
The default register. Direct, observational, and slightly dry. Glyph knows your calendar, your projects, and what's still open. Short answers by default, longer only when asked.
“Calendar says 2pm. Decide what matters.”