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Mohamed_Ayadi

@Mohamed_Ayadi

Joined June 10th, 2026

  • 2Devlogs
  • 2Projects
  • 1Ships
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1h 0m 52s logged

Recovery Quest — Devlog #1: the night this started making sense

Before Recovery Quest was Recovery Quest, it was just a mess on my screen at 1am. Idk how else to put it. Let me back up.

The thought that wouldn’t leave me alone

I was lying in bed, half scrolling, half thinking about nothing, when this question hit me: why does real life not have a UI?

In games I always know exactly where I stand — health bar, stamina, XP, buffs, debuffs. In real life? Nothing. You wake up and wonder “am I tired or just overthinking it” with no number to check. You’re just guessing your own state all the time.

That bugged me more than it should’ve. So I got up, opened my editor, and started typing with zero plan.

The first version was straight up homework

What I had after that session was, with love, extremely boring: a sleep input, a workout log, a nutrition counter.

Nothing different from the five other apps I’d already downloaded and quit on.

Next day I looked at it and realized I’d just rebuilt what I was trying to escape. Cool. Great use of a night.

The dumb little rename that fixed everything

I changed “sleep hours” to “recovery impact.” I changed “workout logged” to “training XP gained.” Same data, same numbers, just different words.

But seeing “+40 training XP” instead of “workout logged” did something weird. It stopped feeling like filling a form and started feeling like leveling up a character. Who is also me.

That tiny change became the seed for everything else.

Once that clicked, I couldn’t stop

After that night I started designing systems for my own life without meaning to. The dashboard became home base. Streaks became a combo system. Recovery score became a condition stat.

None of it was planned, it just kept clicking into place.

I kept things simple: vanilla HTML, CSS, JS, no backend, everything in local storage. I didn’t want infrastructure slowing down an idea I wasn’t even sure about.

And I didn’t want another fitness tracker. There are too many, and most feel identical after week two. I wanted something else — not “what did you do today,” but “what happens if you keep doing this?”

The feature that hit harder than expected

Memory Map started as a throwaway idea — one photo per day on a timeline.

But scrolling back through it later actually hit me. You can watch yourself change, not as stats, but as a person. I went back two weeks once and just stared at it.

Claude was in the room for basically all of this

I didn’t build this alone.

That night I had a feeling and no idea how to turn it into code. So I talked it through with Claude like a senior dev sitting next to me at 1am asking, “okay, but how would this work?”

It helped me figure out recovery scoring, XP scaling, and why my first streak logic kept breaking. Stuff I’d been stuck on just got untangled.

I still wrote the code and made every decision about what this was. But that back-and-forth made me willing to try things I’d normally overthink out of.

Why I kept going

Every time I added something, I’d get that “wait… this is actually a system now” feeling.

Rare enough that I kept chasing it.

Recovery Quest was still rough and missing most of what it has now, but it already changed how I think about habits — not as a checklist, but as mechanics affecting other mechanics.

Hard to go back once you see it that way.

Devlog #1, done. More soon.

Recovery Quest — Devlog #1: the night this started making sense

Before Recovery Quest was Recovery Quest, it was just a mess on my screen at 1am. Idk how else to put it. Let me back up.

The thought that wouldn’t leave me alone

I was lying in bed, half scrolling, half thinking about nothing, when this question hit me: why does real life not have a UI?

In games I always know exactly where I stand — health bar, stamina, XP, buffs, debuffs. In real life? Nothing. You wake up and wonder “am I tired or just overthinking it” with no number to check. You’re just guessing your own state all the time.

That bugged me more than it should’ve. So I got up, opened my editor, and started typing with zero plan.

The first version was straight up homework

What I had after that session was, with love, extremely boring: a sleep input, a workout log, a nutrition counter.

Nothing different from the five other apps I’d already downloaded and quit on.

Next day I looked at it and realized I’d just rebuilt what I was trying to escape. Cool. Great use of a night.

The dumb little rename that fixed everything

I changed “sleep hours” to “recovery impact.” I changed “workout logged” to “training XP gained.” Same data, same numbers, just different words.

But seeing “+40 training XP” instead of “workout logged” did something weird. It stopped feeling like filling a form and started feeling like leveling up a character. Who is also me.

That tiny change became the seed for everything else.

Once that clicked, I couldn’t stop

After that night I started designing systems for my own life without meaning to. The dashboard became home base. Streaks became a combo system. Recovery score became a condition stat.

None of it was planned, it just kept clicking into place.

I kept things simple: vanilla HTML, CSS, JS, no backend, everything in local storage. I didn’t want infrastructure slowing down an idea I wasn’t even sure about.

And I didn’t want another fitness tracker. There are too many, and most feel identical after week two. I wanted something else — not “what did you do today,” but “what happens if you keep doing this?”

The feature that hit harder than expected

Memory Map started as a throwaway idea — one photo per day on a timeline.

But scrolling back through it later actually hit me. You can watch yourself change, not as stats, but as a person. I went back two weeks once and just stared at it.

Claude was in the room for basically all of this

I didn’t build this alone.

That night I had a feeling and no idea how to turn it into code. So I talked it through with Claude like a senior dev sitting next to me at 1am asking, “okay, but how would this work?”

It helped me figure out recovery scoring, XP scaling, and why my first streak logic kept breaking. Stuff I’d been stuck on just got untangled.

I still wrote the code and made every decision about what this was. But that back-and-forth made me willing to try things I’d normally overthink out of.

Why I kept going

Every time I added something, I’d get that “wait… this is actually a system now” feeling.

Rare enough that I kept chasing it.

Recovery Quest was still rough and missing most of what it has now, but it already changed how I think about habits — not as a checklist, but as mechanics affecting other mechanics.

Hard to go back once you see it that way.

Devlog #1, done. More soon.

Replying to @Mohamed_Ayadi

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What did you make?

I built Recovery Quest, a web application that transforms recovery and healthy habits into an RPG-style experience.

The idea started with a simple observation: taking care of ourselves often feels invisible. You sleep well, eat better, stay active, and make healthier choices, yet it's hard to see the impact of those small decisions from day to day. Without visible progress, motivation fades.

Recovery Quest changes that.

Users log information related to their sleep, nutrition, and exercise, and the system evaluates their overall recovery state. Instead of just displaying numbers, the app presents meaningful feedback through game-inspired progression systems. Healthy choices contribute to a sense of growth, turning recovery from an abstract concept into a journey users can actively follow.

The goal is simple: make taking care of yourself feel rewarding instead of repetitive.

What was challenging?

The biggest challenge was designing a system that felt encouraging without oversimplifying recovery.

Recovery isn't determined by a single factor. Sleep, nutrition, and physical activity all influence how someone feels, and I had to think carefully about how these elements should work together to generate useful feedback.

Another challenge was balancing the RPG elements. I didn't want Recovery Quest to become just another game with health-themed decorations. The progression systems had to support the main purpose of the app: helping users understand and improve their recovery habits.

Finding that balance between engagement and meaningful feedback required a lot of experimentation and refinement.

What are you proud of?

I'm proud that Recovery Quest makes something invisible feel visible.

Recovery is difficult to measure in everyday life. Most people don't notice the cumulative effect of sleeping better, eating more consistently, or exercising regularly until weeks later.

Recovery Quest highlights those small victories. Users can see how their habits influence their recovery state and receive feedback that encourages them to continue building healthier routines.

I'm also proud that I built the entire experience as a fully functional front-end application using HTML, CSS, and JavaScript, combining recovery tracking with engaging progression mechanics into one cohesive experience.

Most of all, I'm proud of creating something that encourages people to take care of themselves through positive reinforcement rather than guilt or pressure.

What should people know so they can test your project?

To test Recovery Quest, simply explore the app by entering information related to your sleep, nutrition, and exercise habits. The system will evaluate your recovery state and provide feedback based on the choices you make.

One important thing to note is that this version does not include a backend. If you log out, your data will be lost.

Despite this limitation, the complete recovery experience can still be explored, allowing users to understand the core idea behind Recovery Quest: turning the journey toward better well-being into an adventure worth returning to.

Try project → See source code →
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10h 8m 51s logged

Recovery Quest — Devlog #1: the night this started making sense

Before Recovery Quest was Recovery Quest, it was just a mess on my screen at 1am. Idk how else to put it. Let me back up.

The thought that wouldn’t leave me alone

I was lying in bed, half scrolling, half thinking about nothing, when this question hit me: why does real life not have a UI?

In games I always know exactly where I stand — health bar, stamina, XP, buffs, debuffs. In real life? Nothing. You wake up and wonder “am I tired or just overthinking it” with no number to check. You’re just guessing your own state all the time.

That bugged me more than it should’ve. So I got up, opened my editor, and started typing with zero plan.

The first version was straight up homework

What I had after that session was, with love, extremely boring: a sleep input, a workout log, a nutrition counter.

Nothing different from the five other apps I’d already downloaded and quit on.

Next day I looked at it and realized I’d just rebuilt what I was trying to escape. Cool. Great use of a night.

The dumb little rename that fixed everything

I changed “sleep hours” to “recovery impact.” I changed “workout logged” to “training XP gained.” Same data, same numbers, just different words.

But seeing “+40 training XP” instead of “workout logged” did something weird. It stopped feeling like filling a form and started feeling like leveling up a character. Who is also me.

That tiny change became the seed for everything else.

Once that clicked, I couldn’t stop

After that night I started designing systems for my own life without meaning to. The dashboard became home base. Streaks became a combo system. Recovery score became a condition stat.

None of it was planned, it just kept clicking into place.

I kept things simple: vanilla HTML, CSS, JS, no backend, everything in local storage. I didn’t want infrastructure slowing down an idea I wasn’t even sure about.

And I didn’t want another fitness tracker. There are too many, and most feel identical after week two. I wanted something else — not “what did you do today,” but “what happens if you keep doing this?”

The feature that hit harder than expected

Memory Map started as a throwaway idea — one photo per day on a timeline.

But scrolling back through it later actually hit me. You can watch yourself change, not as stats, but as a person. I went back two weeks once and just stared at it.

Claude was in the room for basically all of this

I didn’t build this alone.

That night I had a feeling and no idea how to turn it into code. So I talked it through with Claude like a senior dev sitting next to me at 1am asking, “okay, but how would this work?”

It helped me figure out recovery scoring, XP scaling, and why my first streak logic kept breaking. Stuff I’d been stuck on just got untangled.

I still wrote the code and made every decision about what this was. But that back-and-forth made me willing to try things I’d normally overthink out of.

Why I kept going

Every time I added something, I’d get that “wait… this is actually a system now” feeling.

Rare enough that I kept chasing it.

Recovery Quest was still rough and missing most of what it has now, but it already changed how I think about habits — not as a checklist, but as mechanics affecting other mechanics.

Hard to go back once you see it that way.

Devlog #1, done. More soon.

Recovery Quest — Devlog #1: the night this started making sense

Before Recovery Quest was Recovery Quest, it was just a mess on my screen at 1am. Idk how else to put it. Let me back up.

The thought that wouldn’t leave me alone

I was lying in bed, half scrolling, half thinking about nothing, when this question hit me: why does real life not have a UI?

In games I always know exactly where I stand — health bar, stamina, XP, buffs, debuffs. In real life? Nothing. You wake up and wonder “am I tired or just overthinking it” with no number to check. You’re just guessing your own state all the time.

That bugged me more than it should’ve. So I got up, opened my editor, and started typing with zero plan.

The first version was straight up homework

What I had after that session was, with love, extremely boring: a sleep input, a workout log, a nutrition counter.

Nothing different from the five other apps I’d already downloaded and quit on.

Next day I looked at it and realized I’d just rebuilt what I was trying to escape. Cool. Great use of a night.

The dumb little rename that fixed everything

I changed “sleep hours” to “recovery impact.” I changed “workout logged” to “training XP gained.” Same data, same numbers, just different words.

But seeing “+40 training XP” instead of “workout logged” did something weird. It stopped feeling like filling a form and started feeling like leveling up a character. Who is also me.

That tiny change became the seed for everything else.

Once that clicked, I couldn’t stop

After that night I started designing systems for my own life without meaning to. The dashboard became home base. Streaks became a combo system. Recovery score became a condition stat.

None of it was planned, it just kept clicking into place.

I kept things simple: vanilla HTML, CSS, JS, no backend, everything in local storage. I didn’t want infrastructure slowing down an idea I wasn’t even sure about.

And I didn’t want another fitness tracker. There are too many, and most feel identical after week two. I wanted something else — not “what did you do today,” but “what happens if you keep doing this?”

The feature that hit harder than expected

Memory Map started as a throwaway idea — one photo per day on a timeline.

But scrolling back through it later actually hit me. You can watch yourself change, not as stats, but as a person. I went back two weeks once and just stared at it.

Claude was in the room for basically all of this

I didn’t build this alone.

That night I had a feeling and no idea how to turn it into code. So I talked it through with Claude like a senior dev sitting next to me at 1am asking, “okay, but how would this work?”

It helped me figure out recovery scoring, XP scaling, and why my first streak logic kept breaking. Stuff I’d been stuck on just got untangled.

I still wrote the code and made every decision about what this was. But that back-and-forth made me willing to try things I’d normally overthink out of.

Why I kept going

Every time I added something, I’d get that “wait… this is actually a system now” feeling.

Rare enough that I kept chasing it.

Recovery Quest was still rough and missing most of what it has now, but it already changed how I think about habits — not as a checklist, but as mechanics affecting other mechanics.

Hard to go back once you see it that way.

Devlog #1, done. More soon.

Replying to @Mohamed_Ayadi

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