Gaming · Mobile · Feature Concept

The Almanac:
A Streak Resets.
A Creature Waits.

A Tamagotchi companion event for The Almanac, a daily puzzle game. Hatch a creature, feed it by playing, grow it with a partner. A retention feature taken from brief to final mockups.

🛠 Figma 🛠 Mobile UI 🛠 Concept Design 🛠 Prototyping
The Almanac companion animals: a sleeping cat, a husky, a kitten and a turtle
Solo
Design Task
4
Evolution Stages
14
Day Event Loop
2
Companion Tiers
The Brief
1

Problem

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.

2

Goal

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.

Sole
Designer

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.

Process
From Brief to Creature
01

Identification

Defined the opportunity: give daily play an emotional anchor through a companion based event.

02

Research

Studied how other games handle growth, XP and partner mechanics. Kept what earns care, cut what nags.

03

Design

Iterated on flows and rough wireframes until the fourteen day loop held together end to end.

04

Final Design

Produced polished mockups matched to The Almanac's visual style. Same paper, new heartbeat.

Why a Creature?

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.

Competitive Analysis
Who Already Does This Well
Pokémon GO

Pokémon GO

Buddy System

A Pokémon that walks beside you turns routine sessions into a relationship. Growth you can see beats growth you count.

Finch

Finch

Self Care Pet

Finch feeds a pet with your daily habits. People keep showing up because something small depends on them.

…and plenty of others. The pattern repeats: care outlasts streaks.
Meet Yoko

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.

Baby
Teen
Adult
Final
Yoko's home screen on a tilted phone
Lives on the Home Screen
The event card slots into the existing layout. No new tabs, no detours from the daily flow.
Simple Daily Actions
Feed, play, boost. Every task maps to something players already do in The Almanac.
A Partner, Not a Guild
Invite one person. Shared XP, shared creature, shared reason to come back tomorrow.
Proof of Care
Growth milestones, a full event history, and a badge for seeing all fourteen days through.
The Almanac home screen with the event card
01
The Hook
The event card appears in the daily flow: something ancient stirs within the shell.
Hatch screen with a cracking egg
02
The Hatch
One tap cracks the shell. Instant ownership before a single task is asked of you.
Colour picker for the companion
03
Make It Yours
Pick a colour. A small choice that buys a large amount of attachment.
Tamagotchi home with XP arc and growth tasks
04
Home Base
XP arc, growth tasks, partner status and the badge waiting at day fourteen.
Event history drawer
05
The Receipts
The history drawer logs every feed, boost and milestone, including who did what.
The Companions
Strange Ones and Familiar Faces

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.

The Strange Ones

Standard

Fantasy companions, free for every player. Odd, lovable and native to The Almanac's world.

The standard fantasy companions as a group

The Familiar Faces

💎 Premium

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

The premium companions: a sleeping cat, a husky, a kitten and a turtle
A Pet That Never Moves
Is Furniture

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.

Breathing Blinking Idle shuffle Feed reactions Evolution moments
What Yoko
Taught Me

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.

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