The Detours We Walked
An honest list, for parents. The detours we took building Tortoise Time, the directions we changed, the features we said no to. Written down here. Not to brag — just so you know this product wasn’t this way from the start.
Detour 1: We Started by Wanting “Hard Lock”
The earliest design: when time runs out, the screen goes black, and you have to enter a PIN to continue. We built it, tried it ourselves — it felt awful. No matter what you were doing (and kids felt this too), a sudden black screen is a punishment.
We thought: how is this any different from a traditional parental control app? It isn’t. We rolled up our sleeves and started over.
What we ended up with:
A tiered reminder system:
- Gentle Reminder → a quiet notification
- Friendly Reminder → a gentle banner at the top of the screen
- Serious Warning → a more visible banner saying “almost out of time”
- Time’s Up → a gentle block in front of the screen
Each stage is as gentle as it can be. Our core mantra became one sentence: “Gentle guidance, gradually firming up.”
Detour 2: We Thought Kids Liked “Level-Up Games”
In the second version we built a stage-progression system — unlock Level 2, then Level 3, then Level 4. Saved screen time would let you “beat the level.”
We tested with children and found: kids quickly only cared about beating the level, not the story. Level progression became another form of “scrolling.” This is the same psychological mechanism as the “short-video scrolling-you-can’t-stop” problem we were trying to push back against.
We deleted it. Now there is no “beating the level.” There’s a slowly-accumulating illustrated catalog, one chapter of story per year, little things you can collect slowly.
This made us promise: Tortoise Time will never add combat, never add competition, never add leaderboards.
Detour 3: We Wanted “Daily Login Rewards”
A classic retention trick: log in 7 days in a row, get a reward; log in 30 days, get a bigger one. We built a version, used it ourselves, and suddenly noticed something off — we were using the same techniques that make short videos addictive, to fight a screen-time problem.
This contradiction we couldn’t get around. So we deleted that too.
Tortoise Time has no “daily login bonus,” no “daily quests,” nothing that encourages you to open it every day. If you don’t open it for a few days, Mori doesn’t starve, doesn’t run away, doesn’t get penalized. He just waits for you. That’s all.
Detour 4: We Built “Longer Screen Time = Rarer Rewards”
Sounded reasonable — play longer, the explorer brings back better things. We built it, then realized: this is rewarding more screen-time use — directly opposite to our purpose.
We deleted it. Now whatever rare thing your little turtle brings back is unrelated to how much screen time you used. It’s random, slow, occasional. We deliberately don’t tell you “how to farm rare items” — because that just becomes another form of scrolling.
Detour 5: We Tried Making a Villain
The earliest version of the story had a Time Thief — a character who “stole your time.” We discussed it for half a month, then deleted it.
The fuller thinking is here → Why The Mist Never Speaks.
Short version: we don’t want children, when screen time runs out, to project that small disappointment onto a character. So Tortoise Time’s story has no villain — only a “mist that retreats on its own.”
Detour 6: We Considered “Per-Brand Phone Strategies”
Different Android phone brands have different power-saving rules, different background restrictions. The earliest version was going to write code like “if brand is X, use plan A; if brand is Y, use plan B.”
We went halfway and turned back. Reason 1: code like this rots quickly — a new model comes out and it’s already incompatible. Reason 2: hard-coding “brand” into the product is a kind of disrespect — what phone a family buys is their choice, not for us to judge.
The plan we use now is: we only check what the phone can do (what permissions, what APIs are available). We don’t judge what brand it is. Whatever phone you use, Tortoise Time does its best. Where it can’t, we tell you honestly. We don’t pretend.
Detour 7: We Started With “All The Features”
The first version’s feature list was very long:
- Screen time stats
- App usage rankings
- Parent reports
- Family-vs-family comparisons
- Weekly / monthly / yearly reports
- AI recommendations
- And so on.
We cut it down to four core things:
- Screen time monitoring
- Six-stage warnings
- Parent PIN
- The little turtle exploration (emotional companionship)
The reason: do few things deeply, rather than many things shallowly. “Family comparison” features make it easy for parents to compare their child to another family’s child — and that puts pressure on the child. We deleted it. We won’t add it back.
One Sentence for Parents
If you read this and want to say: “These detours all seem obvious — why didn’t you see them at the start?” Our answer: we started from the standard “build a parental control app” mindset, and only slowly realized that mindset itself had a problem.
We thank the kids whose frowns appeared while we were testing those early versions. Their frowns mattered more than any KPI.
Want to understand our product philosophy → Gentle Guidance Want to read the seven-year long plan → Seven Years of Story Want to know why “there’s no villain” → Why The Mist Never Speaks