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Joined 11 months ago
Cake day: September 10th, 2025

I launched my first product on Product Hunt recently, and while it definitely wasn’t the launch I’d imagined, it taught me a lot.

Like most first-time founders, I thought the hardest part would be finishing the product.

It wasn’t.

The hardest part was getting people to discover it.

Looking back, here are my biggest takeaways:

Building a good product isn’t enough. If nobody knows it exists, they can’t use it. A launch lasts one day, but an audience takes months (or years) to build. I underestimated how important it is to consistently share what you’re building before launch day. Comments were more valuable than upvotes. The feedback I received highlighted things I hadn’t noticed while building. Marketing is a skill. I used to think marketing meant “posting a link.” Now I realize it’s about telling a story that makes people care. The launch wasn’t the finish line. It was just another milestone.

I didn’t hit the rankings I was hoping for, but I don’t regret launching.

It gave me feedback, exposed weaknesses in my product and marketing, and reminded me that building a startup is a marathon, not a single event.

For those of you who’ve launched on Product Hunt (or any similar platform), what was the biggest lesson you learned from your first launch?

I’ve been experimenting with an idea that sits somewhere between a game and a productivity app.

Instead of treating habits like a checklist, I designed a progression system where real-life actions become game mechanics.

  • Completing habits earns different powers (Strength, Wisdom, Focus, etc.).
  • Powers can be combined on a strategy grid to discover stronger abilities.
  • Your hero evolves as you stay consistent.
  • Missing a day doesn’t punish you or reset everything, it’s built around positive reinforcement instead of loss.

As a game developer, I’m curious about the design side of this.

Do you think progression systems that work well in RPGs can create long-term engagement for real-life activities, or does the novelty wear off once players realize there’s no traditional gameplay?

I’d love feedback specifically from a game design perspective. What mechanics would you add, remove, or rethink?

If you’d like to see what I’ve built so far, it’s here: Habit Hero