The Almanac rewards streaks, but a streak is just a number. The brief asked for a collaborative Tamagotchi event: a shared creature that grows through daily sessions and extra challenges, nurtured alone or with an invited partner.
Make returning feel like caring for something rather than clearing a checklist. Hatch an egg, earn XP, watch it evolve, share the load with a friend. Retention through affection, not obligation.
One brief, one designer. I owned the whole arc: framing the problem, researching how other games earn daily care, mapping the event flow, and producing final mockups that sit inside The Almanac's existing visual language.
Defined the opportunity: give daily play an emotional anchor through a companion based event.
Studied how other games handle growth, XP and partner mechanics. Kept what earns care, cut what nags.
Iterated on flows and rough wireframes until the fourteen day loop held together end to end.
Produced polished mockups matched to The Almanac's visual style. Same paper, new heartbeat.
The Almanac's home screen does the heavy lifting. It introduces features, frames the day's puzzles and nudges players back tomorrow. Players stay when goals are clear and progress is visible. A streak counter delivers the goal but not the feeling.
A companion turns that pattern into something you can care about. Miss a day and a number resets. Miss a day and a creature waits. Those are very different kinds of pull.
The Tamagotchi Companion Event puts a growth loop on top of habits players already have. Hatch an egg on day one. Earn XP by completing daily sessions. Unlock evolution stages, customise your companion, and invite a partner so two people carry the event together.
The shared loop is the quiet multiplier. When someone else feeds the creature you both raise, showing up stops being a chore and starts being a small social contract.
A Pokémon that walks beside you turns routine sessions into a relationship. Growth you can see beats growth you count.
Finch feeds a pet with your daily habits. People keep showing up because something small depends on them.
Yoko hatches from an egg on the home screen and grows across fourteen days of play. Daily games feed XP into evolution stages. Extra challenges speed things up. A partner doubles the hands raising it.
The event borrows The Almanac's existing components: the same serif header, the same card system, the same paper calm. It should feel like the app grew a heart, not like a feature got bolted on.
Every action is small and legible. Feed. Play. Boost. The creature answers with visible growth, and the event history keeps the receipts.





The original idea calls for invented fantasy creatures, and they fit the event's imagination. But familiar animals pull harder on the heart than unknown ones. I explored both directions: creatures for everyone, and real pets as a reason to go premium.
Fantasy companions, free for every player. Odd, lovable and native to The Almanac's world.

Cats, huskies, penguins. Recognisable animals trigger stronger emotional connection and wider appeal. A husky that misses you is a subscription argument.

Yoko breathes, blinks and shifts its weight while idle. Feeding triggers a small reaction. Evolution gets a moment of ceremony. None of it is decoration: every loop signals the creature is alive and the care is landing.
These loops are a starting point. The same system extends naturally to seasonal outfits, partner reactions and whatever the event needs next.
The strongest decision was choosing what not to design: no leaderboards, no creature battles, no economy. The event had to do one thing well. Make players care.
Reusing The Almanac's existing blocks kept the feature native and left the focus where it belonged: the creature, the growth loop, and the feedback moments that make care feel rewarded rather than demanded.
The bigger lesson is about retention itself. Features hold people when they trade obligation for affection. A streak punishes you for leaving. Yoko just waits for you to come back.