Muzzamil Khan (Muzza)
All projects

Family Quests

Household chores as a family adventure game

Overview

A gamified family chore manager that reframes household tasks as quests. Parents create quests and define rewards, children complete them to earn points, and those points are redeemed against a shared family treasury.

The two halves of the app are built for very different people. A child gets an illustrated quest log with no text they have to read closely and no account to log into; a parent gets a quest board, an approval queue and a treasury to manage. Points only move when a parent has approved the work and the child has collected it, so the reward is something granted rather than something the app hands out automatically.

Key features

Two experiences, one app
Adventurers and quest masters sign into the same family and see entirely different interfaces, built for very different ages and needs.
A quest log a four-year-old can use
The day's quests as illustrated cards with a point value and one button, designed to be usable on a tablet without an adult reading it aloud.
Approval, then collection
Children submit finished quests for review rather than marking them done. A parent approves, and the points still wait until the child collects them.
The family treasury
Parents set rewards and their point cost; children see what they can afford now and how far off the rest is, and redeem against their balance.
Children sign in without an account
Parents use Google; each child gets an unguessable permalink instead, so a young child needs no email address and no password of their own.
Changes land on the child's device
An approval given on a parent's phone shows up on the child's screen without either of them reloading anything.

Screenshots

  • Quest board: Set up the week once. Each chore becomes a card worth a set number of points, assigned to one child or left open to whoever gets there first.

  • Reviews and standings: Decide what actually got done. Every submission waits here with the points it is worth, so a parent awards them deliberately instead of the app taking a child's word for it.

  • Treasury: Decide what points are actually worth. Rewards are priced by the parents who have to honour them, which is what stops the currency inflating.

  • Family: Add a child and hand them a link. That link is their whole sign-in, so a child too young for an email address still gets their own private view.

  • The adventurer's day: What a child sees when they pick up the tablet. Pictures rather than a list of chores, one thing to press per quest, and the points they have earned but not yet claimed sitting at the top.

  • Spending it: Turns a points total into a decision. The split between what is affordable now and what needs saving for is the part that makes the number mean something to a child.

Stack

  • Next.js
  • TypeScript
  • tRPC
  • Prisma
  • PostgreSQL
  • NextAuth
  • Tailwind CSS