๐Ÿš’hufflepuff

Hufflepuff

Kids deserve better than brainrot.

The problem

Right now the default is a tablet, YouTube on autoplay, and games engineered to never let go. Kids get hooked, parents feel guilty, and nobody's really having a good time. We call the result the iPad baby โ€” and we'd like to make fewer of them.

our bet

Screens aren't the enemy. A screen can be calm, funny, and genuinely good for a small brain โ€” if the thing on it was built for the kid, instead of built to farm their attention.

Two customers, two jobs

Parents buy it because they trust it. Kids play it because it's fun. Those are different jobs and we take both seriously โ€” the grown-up has to feel good handing it over, and the kid has to not want to give it back.

the deal

No ads. No in-app purchases. Parents pay.

The only customer is the parent who pays. Your child's attention is never the product โ€” and that's not a compromise, it's the whole pitch.

๐Ÿงฌ design dna

Four rules every game obeys.

This is the soul of the company. Break these and it isn't a Hufflepuff game.

1๐Ÿ‘†

One clear verb

A 4-year-old who can't read understands the goal in two seconds. Spray. Sort. Find.

2๐Ÿ’ฅ

Earn the reward

Exciting, funny, a little thrilling โ€” upside-down dragons, a yeti on your tail โ€” that's what holds attention. The big juicy payoff lands only once the kid solves the puzzle or finishes the job. Reward for effort, never a slot machine.

3๐Ÿ”‡

Wordless by design

Sound and pictures carry everything. We don't read at the kid. No yapping.

4๐Ÿ

It ends

You reach a goal and then you're done. No feed, no autoplay-next. This is our answer to brainrot.

Exciting and finite at the same time โ€” that tension is the trick we're trying to pull off.

๐Ÿง‘โ€๐Ÿš’ the crew

Three people, three lanes.

Splits below are time & effort โ€” hours each of us actually puts in, not equity.

M
Matthaeus
Chief Technical Officer
45%

Owns: Implementation, production, gameplay, systems, deployment. If it runs, ships, or has to work on a real device โ€” it's his.

J
Johannes
Business & Growth
45%

Owns: Marketing, business operations, company registration, compliance, sales. Gets Hufflepuff legally born and into parents' hands.

E
Erin
Creative & Audio
10%

Owns: Creative inspiration, sound, and the warmth that keeps a game feeling alive instead of clinical. Plus a consulting brief โ€” is this fun and good for a 4โ€“6 year old?

๐Ÿš’ the mvp

One tiny firetruck game.

A house is on fire. You grab the hose, you spray, the fire goes out, everyone cheers. Maybe next there's a car to fix. That's it โ€” and that's the point.

definition of done

A 6-year-old can just play it.

A game that runs in a browser, handed to a six-year-old who's never seen it โ€” they tap and play, with no instructions, no help, no words. "Done" means a real kid did exactly that, not that we think they could.

Platform: v0 lives in the browser โ€” playable at a link.

๐Ÿ›ฃ๏ธ the road

Browser first. Everywhere eventually.

v0
now

Browser

The firetruck MVP, playable at a link. The thing this whole doc is about.

v1
next

Native browser apps

The same game wrapped as real apps for phone and laptop. Installable, works offline.

v2
later

Native device apps

On the devices kids actually use: iPad and the TV.

the v0 plan

Prove we can build and ship.

v0 ships without a developmental consultant or a dedicated game designer โ€” and that's deliberate. Its only job is to show we can make a real game and get it live. The next one can be more targeted, with someone owning what's right for a 4โ€“6 year old.

How we run: a phone call every two weeks. Everyone reports what moved.

๐Ÿ“‹ homework

Before the next call.

One focused job each, to bring back in two weeks.

M
Matthaeus
CTO ยท architecture

The stack. The minimal foundation that ships v0 โ€” plus a one-pager on what v1/v2 would take. What ships and what scales are separate questions; v0 only has to prove we can build and ship.

J
Johannes
Business ยท money

Monetization โ€” and what company we are. Subscription to a growing platform, or a one-time price per game? It's bigger than pricing: one-time makes us a studio (each game stands alone), subscription makes us a platform that lives on shipping new games. Bring the trade-offs.

E
Erin
Creative ยท research

What makes the truck game good. Consulting, research, and focused inspiration โ€” pin down why the firetruck is a strong example of what we're going for.