An iPad showing Lemon Cart: a lemonade cart in a sunny courtyard under a lemon tree, with a bird on the awning and three neighbors waiting for lemonade.

It was after dinner, and I was sitting at the kitchen table with my son. He was three (almost four), and I'd been waiting for the right moment to introduce him to video games.

Firsts are hard to pick. What should a kid's first full movie be? Their first sugary treat? Harder yet, their first video game?

He'd gotten curious about what Mama and Dada were doing on their iPhones. Some of that is scrolling, reading, and watching videos. Some of it is games. So I'd spent the past month building one for him with AI coding agents.

I handed him the iPad and said, "This is called a video game, and it's something you play. And this is what I made for you."

It was his first video game ever. (No pressure.)

Almost every drag failed. Lemons to the press, cups to the customers, the spoon to stir. "My fingers aren't working," he said. Then, "It's too hard." Then, "I cannot drag it."

I had tested it plenty myself. As it turns out, I am not a toddler (my actions occasionally suggest otherwise), and my anatomy is slightly different.

I'd planned to say almost nothing and let him discover the world on his own. Instead, I did most of the driving that night. I told him, "I think you have the right idea. I think the game's a little glitchy."

To keep a stray touch from moving things by accident, I'd made the game cancel any drag the moment a second finger touched the screen. He rested his palm on the glass while he dragged. Every time he did, whatever he was holding slid back where it started.

He blamed his fingers. The bug was mine.

At bedtime, I promised to fix a few things to make it easier for him to play.

That night I stayed up late with the same agents, passing the problem back and forth until the game could read a small hand. A resting palm no longer cancels a drag. A wobbly tap still counts. A drag that lets go near its target finishes the job.

The next day, he made the lemonade himself. "It's easier. I'm glad."

The gap between his frustration and my fix was a single bedtime.

The lemonade cart hadn't been my first try. Before it, I'd been building an ambitious island adventure for him, with puzzles, a story and narration. It was far too much for a toddler, and I never showed it to him. A rough lemonade cart I threw together with Microsoft Paint-style graphics was more fun than the whole island. My own playtests had turned up plenty of defects and very little fun.

Why lemonade? One of the first games I loved was Lemonade Stand, on an old Apple computer, when I was a little older than my son is now. It was mostly text, and it was all economics: make enough lemonade, and don't lose money.

Thirty-five years later, the tools can do almost anything, which made the choices harder. How much story? How many numbers? What about voices? Should it pull him back?

For a first game, he needed none of that. He likes to explore. He hunts for treasure outside and figures out how things work. And kids already understand lemonade. They know how to make juice, and they know what it means to bring people together and hand them something.

I've lost count of the pretend meals he's served me. On a nature walk this week, he handed me a pine cone and told me it was a delicious ice cream cone. We had a great time.

That's the world I was trying to build.

Once he could play it himself, we started building it together.

He asked for a sandbox four times in one session. In another, he asked four times for a "park car," the kind of toy car he brings to the park. Both are in the game now.

He asked for the car on a Sunday night. By Friday, it was in his game.

That's what AI changed. With coding agents, I could often turn his requests into something he could play within days, while he still cared about them. So he kept asking for more.

Lemon Cart's garden yard: a sandbox with a sand castle and a rake, a wooden dump truck tipping sand, and a small yellow wooden car.

A park car amongst other toys

My wife played it and said, "I don't see the point of the car."

The car stayed…it was his.

I took out a scratching sound that didn't make sense to me. He noticed: "Why didn't I scrape? I do like the scrape." It came back.

He plays in ways I never planned. He tried to serve lemonade to the tree. ("That's so sour.") He rings the bell about a hundred times a minute. When the truck he'd asked for showed up, he went straight to working out its rules: how it drives, what it carries, where it dumps.

Most software I've worked on had a job: save someone time, help them do more, bring them back tomorrow. This one only has to make a kid smile. A bell that rings. Berries that change the color of the lemonade. A flower that changes color every time you tap it, as many times as you like. None of it gets you anywhere. He just likes it.

One rule sat above the rest: he can put it down at any moment and lose nothing.

No streaks, no rewards for coming back.

There's a practical reason for that. I set timers with him all the time, for screens and for sitting at the table. When time's up, it has to end right then, and I didn't want the game to punish him for it. I also didn't want anything in it built to hook him. The only reason to come back should be that he wants to play a little more.

The game lets him stop anytime. He doesn't always agree. The evening after the fix, when I tried to wrap up, he said, "No. I'm keep doing it."

I want him to feel like it's his world. He decides who gets the berry lemonade and makes up his own story about who's doing what and why.

I loved video games as a kid. Super Mario Bros. on the original Nintendo. The Oregon Trail. They pulled me toward discovery and clearer thinking, and eventually into the technophile I am today.

Do I expect that for my son? Of course not. I just want him to have fun, and I want one more way for us to spend a few minutes together each day. If that turns out to be this game, fantastic.

This week, it went live on the App Store. Somewhere tonight, a kid I've never met might spend one coin on a little wooden car. It's there because my son asked for it four times.

What was your first video game, and who handed it to you?

P.S. Lemon Cart is on the App Store for iPad. It's my first app there, after a long time at Apple, and it took almost two weeks to get approved. If your kid plays it, tell me what they ask for. That's how the sandbox got in.