0→1 Product Consumer Gamification

Phunction.io

Turning a friendly rivalry into a gamified event-tracking app that friend groups actually keep opening.

Role
Founder · Product & Eng
Timeline
2024 – Present
Team
Solo + 1 friend advising
Platform
Web, mobile-first
Phunction.io dashboard

The problem

A friend from undergrad and I were competitive about one thing at every event we went to: who met more people. The catch: he lived five hours away, so there was no easy way to track or compare in the moment. Existing event apps were built for RSVPs and ticketing, not for lightweight, real-time social bragging rights.

The opportunity: a fast, fun way to log connections live, and see how you stack up against friends, without turning it into another heavyweight events app.

Users & early signal

Before writing code, I ran the idea past the friend group it was built for. The signal was clear: people wanted something they'd actually open during an event, not fill out after the fact. That single insight drove the mobile-first, low-friction direction over a more "complete" event-planning platform.

Key decisions

01. Mobile-first, not feature-first

Check-ins happen live, on a phone, at a loud event. I cut anything that didn't serve that single moment, even at the cost of a leaner v1.

02. Gamification as the retention lever

Levels, streaks, and a leaderboard turned a one-off utility into something people opened between events, but it introduced a new problem: users trying to game their own level.

03. Paying down architecture debt before scaling features

Once the core loop proved sticky, I paused new features for a v2 rebuild on a cleaner architecture: a deliberate trade of short-term velocity for a roadmap I could actually keep shipping against.

Phunction.io event creation flow

Outcome

500+
beta users onboarded
40%
faster event-creation flow in v2
3.2×
weekly return rate vs. v1

Directional metrics from an early beta cohort. Phunction is still pre-scale.

What I'd do differently

  • Pick a relational database over Firebase from day one to avoid vendor lock-in.
  • Design the landing page alongside the product, not after: first-impression conversion mattered more than expected.
  • Design the leveling system with abuse cases in mind from the start, not bolted on after launch.