Two buttons on the home screen. One queue between them. A set of rules that protect the kid from every engagement loop we exist to refuse. Read this before you touch the algorithm, the segment library, or the home-screen UI.
Same content library. Same characters. Same reef. What differs is selection logic, pacing, and the state the kid is in when the segment starts.
I'm Bored is the dominant action on the home screen โ visually larger, more inviting, more frequent. Right Now is present, findable, calm. It does not scream for attention.
The home screen lives in calm moments far more often than crisis ones. The dominant visual matches the dominant use.
Same content, same reef, same voice. The kid does not experience them as two apps โ they experience one app that's there in calm moments and there in crisis moments. The crossover is the point.
The reef the kid sees grow over time grows from both buttons equally.
"Progression" here does not mean what it means in other games. We do not have levels. We do not have unlocks. The kid earns nothing by playing more, and they do not advance through any structure visible to them. What we have is a queue.
Parent taps a button. App selects a segment. Segment plays for 60 to 180 seconds and ends inside its own narrative โ the fish swims off, the reef goes to sleep, the storm clears. The kid believes that was the whole experience.
If the parent closes the app, that's the session.
If the parent stays in the app โ situation still active, kid still on the phone โ a new segment starts automatically. It is not framed as the next level. Different scene, different creature, different feeling target. The kid experiences it as the app showing them another small thing, not as advancement.
No progress bar. No "Stage 2 of 5." No connective tissue between segments. The queue can run for ten segments or end after one. The kid can't tell the difference because the kid never sees the structure.
Across a chain of segments, arousal trends down. A high-arousal opener (Anger's Bubble Breath Dash, with red flashes and fast music) is followed by a calmer segment. A calm segment is followed by something equally calm or calmer โ never something more activating.
By minute six or seven, the queue has walked the kid into ambient territory: a slow song, a gentle coloring moment, a screensaver-like reef scene with whispered affirmations.
This rule is non-negotiable. Following Anger with Impulse re-amps the kid. Following Fear with Anger ignores the state they came in with. If you're touching selection logic, hold this rule.
A segment is complete when its payload has been delivered through enough channels โ spoken by a character, written on screen, sung in background, embedded in animation โ across enough moments. The narrative ending fires on payload completion, not on a timer or a score.
The kid never sees the payload tracking. They never see the word "mission." They see a little world that started, did some stuff, and ended on purpose.
Forgiveness is built in. A kid smashing the screen in frustration still gets credit for any taps and the segment continues toward its soft ending. A kid who watches passively without touching anything still gets the payload through audio and visual delivery. There is no fail state. There is no try-again screen.
The principle that defines the product. If we drift here, we become a worse Toca Boca. The rules are non-negotiable.
Decoupling reward from distress is the whole point. A kid who learns "if I freak out I get a new coral" has been trained by us to escalate. The reef grows in the background. We do not ring a bell. The exit is the feature. A kid who hands the phone back willingly is the success state. Everything else is in service of that.
These come up. When they do, the answer is no.
Let's add a star you earn for completing a feeling.
Stars create scarcity. Scarcity creates chasing. Chasing creates the engagement loop we exist to refuse.
Let kids pick their own creatures or build their own reef.
Customization is sandbox bait. We are not a sandbox.
Make the segments longer so kids stay in the app.
Length is not our metric. Clean endings are.
Add a 'play again' button at the end, just in case the parent isn't ready.
The auto-queue handles that. A button trains the kid to expect one.
Gamify the reef so kids look forward to growing it.
The reef is a quiet artifact, not a goal. If kids start playing to grow the reef, we have built the wrong thing.
Add a Sadness or Jealousy feeling category.
Not yet. Four feelings is the v1 scope. Adding categories before the first four are clinically tight is dilution.
Run the question through these three filters in order. If you're still stuck, ask Reese โ we are small enough that escalation is faster than guessing.
If it makes ending the session harder, no.
The parent is the customer. The kid is the beneficiary. If a feature serves engagement over parent trust, no.
If yes, ask why we'd build it differently โ or whether we'd build it at all.
Hold the line.