The majority of mobile mental health (mMHealth) that has been offered have used the gamification feature. However, gamification of mMHealth has practical difficulties, particularly in developing countries. On the other hand, it's crucial when choosing game elements since the improper ones might have a detrimental impact on individuals with mental illnesses. The use of gamification that has been adopted by the majority of mMHealth is also a challenge, because almost some people at a young age who experience anxiety disorders and depression as well as social dysfunction, do not want to use mMHealth as a mental health self-management. This study recommends using gamification to promote patient engagement in the usage of the mMHealth application based on functionality and acceptable qualities for persons with mental illnesses. SUS has been used as a system-wide test to evaluate the usability of the apps against the proposed solution with an average score of 82.5. Overall, the SUS score on the mMHealth solution illustrates the patient's subjective assessment that the proposed solution is effective, efficient and satisfying for patients, especially patient with mental illness.