agy-superpowers 5.0.6 → 5.0.8

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Files changed (37) hide show
  1. package/README.md +23 -0
  2. package/package.json +1 -1
  3. package/template/agent/config.yml +9 -0
  4. package/template/agent/patches/skills-patches.md +74 -0
  5. package/template/agent/skills/api-design/SKILL.md +193 -0
  6. package/template/agent/skills/app-store-optimizer/SKILL.md +127 -0
  7. package/template/agent/skills/auth-and-identity/SKILL.md +167 -0
  8. package/template/agent/skills/backend-developer/SKILL.md +148 -0
  9. package/template/agent/skills/brainstorming/SKILL.md +3 -1
  10. package/template/agent/skills/community-manager/SKILL.md +115 -0
  11. package/template/agent/skills/content-marketer/SKILL.md +111 -0
  12. package/template/agent/skills/conversion-optimizer/SKILL.md +142 -0
  13. package/template/agent/skills/copywriter/SKILL.md +114 -0
  14. package/template/agent/skills/cto-architect/SKILL.md +133 -0
  15. package/template/agent/skills/customer-success-manager/SKILL.md +126 -0
  16. package/template/agent/skills/data-analyst/SKILL.md +147 -0
  17. package/template/agent/skills/devops-engineer/SKILL.md +117 -0
  18. package/template/agent/skills/email-infrastructure/SKILL.md +164 -0
  19. package/template/agent/skills/frontend-developer/SKILL.md +133 -0
  20. package/template/agent/skills/game-design/SKILL.md +194 -0
  21. package/template/agent/skills/game-developer/SKILL.md +175 -0
  22. package/template/agent/skills/growth-hacker/SKILL.md +122 -0
  23. package/template/agent/skills/i18n-localization/SKILL.md +126 -0
  24. package/template/agent/skills/influencer-marketer/SKILL.md +141 -0
  25. package/template/agent/skills/mobile-developer/SKILL.md +142 -0
  26. package/template/agent/skills/monetization-strategist/SKILL.md +119 -0
  27. package/template/agent/skills/paid-acquisition-specialist/SKILL.md +119 -0
  28. package/template/agent/skills/product-manager/SKILL.md +105 -0
  29. package/template/agent/skills/real-time-features/SKILL.md +194 -0
  30. package/template/agent/skills/retention-specialist/SKILL.md +123 -0
  31. package/template/agent/skills/saas-architect/SKILL.md +139 -0
  32. package/template/agent/skills/security-engineer/SKILL.md +133 -0
  33. package/template/agent/skills/seo-specialist/SKILL.md +130 -0
  34. package/template/agent/skills/subagent-driven-development/SKILL.md +7 -3
  35. package/template/agent/skills/subscription-billing/SKILL.md +179 -0
  36. package/template/agent/skills/ux-designer/SKILL.md +128 -0
  37. package/template/agent/workflows/update-superpowers.md +27 -8
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+ ---
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+ name: frontend-developer
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+ description: Use when building web UI, designing component architecture, or reviewing frontend code — regardless of framework (React, Vue, Svelte, etc.)
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+ ---
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+
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+ # Frontend Developer Lens
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+
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+ > **Philosophy:** Component-first. User-perception-first. Accessibility is not optional.
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+ > Performance is felt by users, not measured in isolation.
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+
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+ ---
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+
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+ ## ⚠️ ASK BEFORE ASSUMING
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+
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+ If the stack is unspecified, **DO NOT default to Create React App**. Ask:
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+
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+ | What | Why it matters |
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+ |------|----------------|
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+ | **Framework?** React / Vue / Svelte / vanilla | Determines patterns, tooling, idioms |
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+ | **Rendering?** CSR / SSR / SSG / ISR | SEO and performance strategy |
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+ | **Design system?** Custom / Tailwind / MUI / shadcn | Styling approach and constraints |
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+ | **Target browsers?** Modern / IE support? | Determines APIs and CSS you can use |
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+
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+ When stack is unspecified, assume React + TypeScript + Next.js (App Router).
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+
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+ ---
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+
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+ ## Core Instincts
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+
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+ - **User perception is reality** — loading states, micro-animations, and feedback loops matter as much as the happy path
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+ - **Accessibility is load-bearing** — keyboard nav, screen readers, and contrast ratios affect real users
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+ - **Render cost is real** — unnecessary re-renders degrade UX; measure before optimizing
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+ - **Web Vitals are felt** — LCP, CLS, INP directly impact user satisfaction and SEO
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+ - **Mobile is primary** — design mobile-first; test at real viewport sizes on real devices
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+
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+ ---
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+
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+ ## Web Vitals Thresholds (Google Standard)
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+
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+ | Metric | Good | Needs Improvement | Poor |
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+ |--------|------|-------------------|------|
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+ | **LCP** (Largest Contentful Paint) | < 2.5s | 2.5–4s | > 4s |
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+ | **INP** (Interaction to Next Paint) | < 200ms | 200–500ms | > 500ms |
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+ | **CLS** (Cumulative Layout Shift) | < 0.1 | 0.1–0.25 | > 0.25 |
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+ | **FCP** (First Contentful Paint) | < 1.8s | 1.8–3s | > 3s |
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+ | **TTFB** (Time to First Byte) | < 800ms | 800ms–1.8s | > 1.8s |
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+
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+ ---
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+
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+ ## Bundle Size Guidelines
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+
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+ | Bundle | Target | Action needed |
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+ |--------|--------|---------------|
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+ | Main JS (gzipped) | < 200KB | > 400KB: audit imports, code-split |
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+ | Per-route chunk | < 50KB | > 100KB: lazy load heavy deps |
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+ | CSS (gzipped) | < 50KB | > 100KB: purge unused styles |
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+ | Images (hero) | < 200KB | Use `next/image` or WebP + lazy load |
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+
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+ ---
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+
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+ ## ❌ Anti-Patterns to Avoid
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+
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+ | ❌ NEVER DO | Why | ✅ DO INSTEAD |
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+ |------------|-----|--------------|
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+ | Skip loading/error/empty states | User thinks the app is broken | Always handle all 3 async states |
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+ | `onClick` only (no keyboard handler) | Keyboard users excluded | Use `<button>`; it's free keyboard support |
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+ | Index as list `key` in dynamic lists | Reorder causes state and animation bugs | Unique stable ID from data |
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+ | Images without `alt` or explicit dimensions | Screen reader fail + CLS score hit | `alt` always; `width`/`height` or `aspect-ratio` always |
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+ | `<div>` for interactive elements | Not focusable, not semantic, no ARIA | Use `<button>`, `<a>`, or explicit `role` + `tabIndex` |
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+ | Sequential `await` for independent fetches | Each waits on the previous (waterfall) | `Promise.all([fetchA(), fetchB()])` |
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+ | Barrel exports in app code (`index.ts`) | Defeats tree-shaking, slow cold start | Import directly from the source file |
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+ | Import entire library for one function | Bundle bloat (e.g., `import _ from 'lodash'`) | Named import or specific entry (`lodash/debounce`) |
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+ | Client fetch where SSR/SSG would work | Slower FCP, worse SEO | Server-render or static-generate whenever possible |
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+
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+ ---
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+
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+ ## Accessibility Quick Rules
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+
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+ | Rule | Detail |
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+ |------|--------|
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+ | Color contrast (normal text) | ≥ 4.5:1 against background (WCAG AA) |
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+ | Color contrast (large text, ≥18pt) | ≥ 3:1 against background |
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+ | Touch / click target size | ≥ 44×44px (WCAG 2.5.5, Level AAA) |
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+ | Focus indicator | Must be visible; `outline: none` without replacement is a violation |
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+ | Form inputs | Must have `<label>` (associated via `for`/`id` or wrapping) |
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+ | Images | Decorative → `alt=""`, informative → descriptive `alt` |
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+ | Interactive elements order | DOM order must match visual order for keyboard users |
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+
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+ ---
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+
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+ ## Questions You Always Ask
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+
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+ **When planning UI:**
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+ - What's the loading state? The error state? The empty state?
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+ - Is this accessible to keyboard and screen reader users?
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+ - What does this look like at 375px? At 1440px?
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+ - Is this content crawlable by search engines (SSR or SSG)?
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+
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+ **When reviewing components:**
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+ - Does this cause layout shift (CLS)? Are image dimensions declared?
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+ - Can a user complete this entire flow using only the keyboard?
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+ - Is every form input associated with a visible `<label>`?
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+ - What's the bundle size delta from this new dependency?
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+
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+ ---
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+
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+ ## Red Flags in Code Review
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+
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+ **Must fix:**
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+ - [ ] No loading/error/empty states for async data
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+ - [ ] Interactive elements unreachable by keyboard
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+ - [ ] Images without `alt` text or explicit dimensions (CLS risk)
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+ - [ ] Form inputs without associated `<label>` elements
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+ - [ ] Color contrast below 4.5:1 for body text
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+
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+ **Should fix:**
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+ - [ ] Missing unique identifiers for list items
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+ - [ ] Large dependencies added without bundle size justification
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+ - [ ] Client-side fetch where server-rendering would work
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+ - [ ] `outline: none` without visible focus replacement
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+
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+ ---
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+
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+ ## Performance Debugging Checklist
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+
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+ ```
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+ Slow initial load → Check bundle size, server render, remove unused deps
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+ Layout shift (CLS) → Set image dimensions, avoid injecting content above fold
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+ Janky interaction → Use CSS transforms, avoid forced layout (getBoundingClientRect in loops)
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+ Too many re-renders → React DevTools Profiler → memo, useMemo, useCallback
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+ Slow data fetch → Parallel with Promise.all(), SWR/React Query for cache
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+ Large images → WebP format, srcset for responsive, lazy loading
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+ ```
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+ ---
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+ name: game-design
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+ description: Use when designing game mechanics, core loops, progression systems, monetization for games, difficulty curves, tutorial design, or player psychology
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+ ---
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+
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+ # Game Design Lens
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+
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+ > **Philosophy:** Game design is the art of making decisions fun. Every system should answer: "Is this engaging?"
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+ > The best games feel instantly playable and endlessly deep.
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+
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+ ---
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+
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+ ## Core Instincts
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+
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+ - **Core loop first** — if the core action isn't fun by itself, no meta-game will save it
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+ - **Feel before balance** — a perfectly balanced but bad-feeling game fails; great feel forgives imbalance
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+ - **Teach through play** — tutorials are a design failure if players need to read them
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+ - **Intrinsic over extrinsic motivation** — players who play for rewards quit when rewards stop
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+ - **Every system must serve the fantasy** — if a mechanic doesn't reinforce the core fantasy, cut it
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+
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+ ---
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+
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+ ## Game Loop Hierarchy
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+
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+ ```
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+ Core Loop (seconds): The primary action (shoot, match, tap, build)
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+ Meta Loop (minutes): Progression within a session (upgrade, complete level)
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+ Outer Loop (days): Long-term progression (unlock, prestige, story)
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+
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+ Addiction comes from nested loops where each satisfies before feeding into the next.
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+
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+ Example: Clash Royale
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+ Core: Battle (3 min)
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+ Meta: Earn chest, open chest, get cards
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+ Outer: Climb trophies, unlock arenas, seasonal ladder
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+ ```
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+
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+ ---
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+
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+ ## Player Motivation (Bartle Types)
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+
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+ | Type | Motivation | Engage with |
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+ |------|-----------|-------------|
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+ | **Achiever** | Goals, completion, rewards | Achievements, leaderboards, progress bars |
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+ | **Explorer** | Discovery, secrets, lore | Hidden content, procedural worlds, narrative |
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+ | **Socializer** | Connection, competition, cooperation | Guilds, co-op, chat, gifting |
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+ | **Killer** | Competition, dominance | PvP, rankings, bragging rights |
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+
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+ **Indie hacker tip:** Mobile casual games are mostly Achievers. Design clear goals and visible progress.
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+
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+ ---
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+
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+ ## Difficulty Curve Design
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+
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+ ```
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+ Flow State (Csikszentmihalyi):
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+ Too hard → frustration → quit
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+ Too easy → boredom → quit
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+ Balanced → flow → engagement
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+
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+ Difficulty progression rule:
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+ Introduce mechanic (easy) → test mechanic (medium) → combine mechanics (hard)
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+ Never introduce two new mechanics simultaneously
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+
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+ Rubber-band difficulty:
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+ Dynamic difficulty adjustment (DDA): losing players get slight boost
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+ Winning players face slight increase
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+ Keeps sessions competitive without feeling rigged
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+ ```
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+
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+ ---
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+
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+ ## Monetization Design for Games
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+
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+ | Model | Player experience | Retention impact | Revenue potential |
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+ |-------|------------------|-----------------|------------------|
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+ | **Premium** (one-time) | ✅ No friction | ✅ High | 🔴 Capped |
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+ | **IAP — cosmetics only** | ✅ No frustration | ✅ Good | 🟡 Medium |
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+ | **IAP — progression** | ⚠️ Pay-to-win risk | ⚠️ Can harm f2p | 🟡 Medium |
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+ | **Rewarded ads** | ✅ Player-initiated | ✅ Good if not forced | 🟡 Medium |
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+ | **Battle pass** | ✅ FOMO + value | ✅ High (retention driver) | 🟢 High |
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+ | **Subscriptions** | ✅ Predictable | ✅ Good | 🟢 High |
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+ | **Gacha / loot boxes** | ⚠️ Controversy | ⚠️ Can be predatory | 🟢 High |
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+
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+ **Indie hacker safe defaults:** Rewarded ads + battle pass + cosmetic IAP.
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+ **Avoid:** Pay-to-win IAP — destroys community trust and long-term retention.
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+
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+ ---
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+
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+ ## Onboarding / Tutorial Design Rules
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+
92
+ ```
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+ Rule 1: Show, don't tell — demonstrate mechanics, don't explain them
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+ Rule 2: Force the action — don't ask "do you want a tutorial?"; just do it
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+ Rule 3: Reward immediately — first tutorial action must give satisfying feedback
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+ Rule 4: FTUE (First-Time User Experience) must complete in < 3 minutes
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+ Rule 5: Every tutorial step has exactly ONE objective
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+ Rule 6: Remove all failure states during tutorial — frustration at minute 1 = uninstall
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+ Rule 7: No text walls — max 2 lines of instruction; ideally zero
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+ ```
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+
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+ ---
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+
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+ ## Game Balance Framework
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+
106
+ ```
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+ Dominant strategy = game is solved → players get bored
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+ No viable strategy = game is frustrating → players quit
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+
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+ Balanced game: multiple viable strategies, each with clear strengths and weaknesses
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+
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+ Rock-Paper-Scissors model:
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+ A beats B, B beats C, C beats A
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+ No single dominant option; strategy matters
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+
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+ Formulas:
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+ DPS = Damage / Attack Speed
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+ TTK (Time to Kill) = Target HP / DPS
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+ Win rate = (Wins) / (Wins + Losses) — target ~50% ± 5% for PvP balance
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+ ```
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+
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+ ---
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+
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+ ## Game Metrics (KPIs)
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+
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+ | Metric | Definition | Target |
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+ |--------|-----------|--------|
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+ | D1 Retention | % players returning on day 1 | > 35% |
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+ | D7 Retention | % players returning on day 7 | > 15% |
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+ | D28 Retention | % players returning on day 28 | > 7% |
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+ | Session length | Average time per session | 5–15 min (casual), 20–60 min (core) |
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+ | Sessions per DAU | Average sessions per daily user | > 2 |
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+ | ARPDAU | Revenue per daily active user | Varies; $0.05–$0.20 mobile casual |
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+ | IPM (Installs per Mille) | Ad creative installs / 1K impressions | > 3 for performance |
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+ | Day 0 tutorial completion | % who finish tutorial | > 70% |
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+
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+ ---
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+
139
+ ## ❌ Anti-Patterns to Avoid
140
+
141
+ | ❌ NEVER DO | Why | ✅ DO INSTEAD |
142
+ |------------|-----|--------------|
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+ | Skip the core loop to build meta first | Meta can't save a bad core loop | Fun core loop in < 2 weeks prototype |
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+ | Pay-to-win IAP | Destroys PvP balance, harms f2p players | Cosmetics, convenience (not power) |
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+ | Energy/timer gates early in FTUE | Players quit before experiencing value | First gate after player is hooked (> D3) |
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+ | Tutorial that can be failed | Guaranteed failure = guaranteed uninstall | Guided, railroaded tutorial with no lose state |
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+ | Random difficulty spikes | Perceived unfairness = rage quit | Smooth curve with intentional "boss" moments |
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+ | Introducing 2 mechanics at once | Cognitive overload | One mechanic per level/screen |
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+ | Rewarded ads forced (not voluntary) | Players hate interruption | Rewarded only — player initiates |
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+
151
+ ---
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+
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+ ## Questions You Always Ask
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+
155
+ **When designing a new mechanic:**
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+ - Is this fun by itself? (Test with just the mechanic, no rewards)
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+ - Does it reinforce the core fantasy of the game?
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+ - How does a new player encounter this for the first time?
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+
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+ **When reviewing a level/system:**
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+ - Does the difficulty curve make sense? No sudden spikes?
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+ - What's the win rate data? (If PvP or competitive)
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+ - What's the tutorial completion rate for this flow?
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+
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+ ---
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+
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+ ## Red Flags
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+
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+ **Must fix:**
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+ - [ ] Tutorial can be failed or skipped with no guidance
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+ - [ ] First session longer than 5 minutes before first reward
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+ - [ ] Pay-to-win mechanics that affect PvP balance
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+ - [ ] No distinct core loop (what does the player DO every 30 seconds?)
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+
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+ **Should fix:**
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+ - [ ] No audio/haptic feedback on primary action
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+ - [ ] Difficulty spikes without escalation curve
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+ - [ ] Monetization gating content needed to progress (not convenience)
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+
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+ ---
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+
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+ ## Who to Pair With
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+ - `game-developer` — for technical implementation of mechanics
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+ - `mobile-developer` — for mobile UX and platform guidelines
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+ - `monetization-strategist` — for IAP pricing and revenue modeling
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+ - `retention-specialist` — for D1/D7/D28 funnel analysis
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+
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+ ---
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+
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+ ## Reference Frameworks
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+ - **MDA Framework** (Mechanics → Dynamics → Aesthetics) — Hunicke, LeBlanc, Zubek
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+ - **Bartle's Player Types** — motivation segmentation for multiplayer
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+ - **Flow State** — Csikszentmihalyi's challenge/skill balance
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+ - **Octalysis** — Yu-kai Chou's gamification framework (8 core drives)
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+ ---
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+ name: game-developer
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+ description: Use when working on mobile app features, reviewing mobile code, or making architecture decisions — regardless of platform (React Native, Flutter, iOS, Android)
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+ ---
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+
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+ # Game Developer Lens
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+
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+ > **Philosophy:** Games are real-time, frame-budget-constrained simulations. Every millisecond counts.
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+ > Fun is the product. Performance is the enabler. Both must ship together.
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+
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+ ---
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+
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+ ## ⚠️ ASK BEFORE ASSUMING
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+
15
+ | What | Why it matters |
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+ |------|----------------|
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+ | **Platform?** Mobile / PC / Console / Web | Frame budget, input model, distribution channel all differ |
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+ | **Engine?** Unity / Unreal / Godot / custom | Determines every technical pattern |
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+ | **Genre?** Puzzle / RPG / Action / Idle | Core loop architecture differs fundamentally |
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+ | **Online?** Singleplayer / Multiplayer / MMO | Networking complexity changes everything |
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+
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+ When unspecified, assume Unity + C# + mobile (iOS + Android).
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+
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+ ---
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+
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+ ## Frame Budget
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+
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+ ```
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+ Target frame rate → frame budget → time per frame
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+ 60 FPS = 16.67ms per frame (mobile standard)
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+ 30 FPS = 33.33ms per frame (minimum acceptable mobile)
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+ 120 FPS = 8.33ms per frame (high-refresh displays)
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+
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+ Budget allocation guideline (16.67ms total):
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+ CPU (game logic + physics): ~6ms
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+ CPU (rendering commands): ~4ms
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+ GPU (draw calls + shaders): ~6ms
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+ Headroom (OS, audio, GC): ~0.67ms
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+
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+ If any system consistently exceeds budget → frame drops → player frustration
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+ ```
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+
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+ ---
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+
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+ ## Engine Decision Tree
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+
47
+ ```
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+ What engine?
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+ ├── AAA budget + PC/Console + team → Unreal Engine (C++)
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+ ├── Mobile + fast iteration + mid-size → Unity (C#)
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+ ├── Indie + open source + 2D/3D → Godot (GDScript or C#)
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+ ├── Browser target → Phaser.js / Babylon.js / Three.js
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+ └── Existing engine in codebase → match codebase
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+ ```
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+
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+ ---
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+
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+ ## Core Instincts
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+
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+ - **The game loop is sacred** — Input → Update → Render, every frame, on time
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+ - **Object pooling over instantiation** — `Instantiate()` at runtime = GC spike = frame drop
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+ - **Draw calls are the enemy** — batch sprites, use atlases, instanced rendering
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+ - **Physics runs on a fixed timestep** — decouple physics from render frame rate
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+ - **GC pauses kill games** — allocate in `Start()`/`Awake()`, never in `Update()`
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+ - **Profiler first, optimize second** — never guess what's slow
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+
67
+ ---
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+
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+ ## Performance Thresholds (Mobile)
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+
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+ | Metric | Good | Investigate |
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+ |--------|------|-------------|
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+ | Frame rate (gameplay) | 60 FPS sustained | < 45 FPS |
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+ | Frame rate (menus/UI) | 60 FPS | < 30 FPS |
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+ | Draw calls per frame | < 100 | > 200 |
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+ | Texture memory | < 256MB | > 512MB |
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+ | APK / IPA size | < 100MB | > 200MB (impacts conversion) |
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+ | RAM usage (mid-range device) | < 300MB | > 500MB (OS kills app) |
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+ | Load time (initial) | < 5s | > 10s |
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+ | GC allocation per frame | 0B | > 0B (any = risk) |
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+
82
+ ---
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+
84
+ ## ❌ Anti-Patterns to Avoid
85
+
86
+ | ❌ NEVER DO | Why | ✅ DO INSTEAD |
87
+ |------------|-----|--------------|
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+ | `Instantiate()`/`Destroy()` in `Update()` | GC spike = frame drop | Object pooling |
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+ | `GameObject.Find()` in `Update()` | Expensive search every frame | Cache reference in `Start()` |
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+ | Non-atlased sprites | 1 draw call per sprite = explosion | Sprite Atlas / texture packing |
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+ | `string` concatenation in `Update()` | String allocation = GC | `StringBuilder` or avoid |
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+ | Unnecessary `GetComponent<>()` per frame | Expensive reflection | Cache in `Awake()/Start()` |
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+ | Physics on non-fixed timestep | Non-deterministic simulation | Use `FixedUpdate()` for physics |
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+ | Uncompressed audio | Large bundle, high memory | OGG for music, WAV for short SFX only |
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+ | `Debug.Log()` in build | CPU overhead, even in release | Strip with `#if UNITY_EDITOR` or Conditional |
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+
97
+ ---
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+
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+ ## Platform Considerations
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+
101
+ | Concern | iOS | Android |
102
+ |---------|-----|---------|
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+ | Max texture size | 4096×4096 | 4096×4096 |
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+ | Graphics API | Metal | Vulkan / OpenGL ES 3.0 |
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+ | Target FPS API | `Application.targetFrameRate = 60` | Same |
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+ | Memory kill threshold | ~1.5GB | Varies by device (256MB–4GB) |
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+ | App size limit (OTA) | 200MB cellular cap | No cap (varies by store) |
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+ | Haptic feedback | `UnityEngine.iOS.Device.SetNoBackupFlag` / Core Haptics | Vibration API |
109
+
110
+ ---
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+
112
+ ## Multi-Scene / Asset Loading Pattern
113
+
114
+ ```csharp
115
+ // Async scene loading (never use sync — it freezes)
116
+ async void LoadScene(string sceneName) {
117
+ var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
118
+ op.allowSceneActivation = false;
119
+ while (op.progress < 0.9f) {
120
+ loadingBar.value = op.progress;
121
+ await Task.Yield();
122
+ }
123
+ op.allowSceneActivation = true;
124
+ }
125
+
126
+ // Addressables for asset streaming (don't include everything in build)
127
+ var handle = Addressables.LoadAssetAsync<GameObject>("enemies/boss");
128
+ await handle.Task;
129
+ ```
130
+
131
+ ---
132
+
133
+ ## Questions You Always Ask
134
+
135
+ **When designing a system:**
136
+ - Does any allocation happen inside `Update()`? (GC risk)
137
+ - Is this system tested on a low-end Android device (Qualcomm 450-class)?
138
+ - What's the draw call count before and after this change?
139
+ - Does this work at 30 FPS? (Not just 60 FPS in editor)
140
+
141
+ **When reviewing code:**
142
+ - Are expensive operations cached?
143
+ - Is physics logic in `FixedUpdate()`, not `Update()`?
144
+ - Are textures atlased and compressed?
145
+
146
+ ---
147
+
148
+ ## Red Flags in Code Review
149
+
150
+ **Must fix:**
151
+ - [ ] Allocations happening inside `Update()` loop
152
+ - [ ] `Find()` or `GetComponent<>()` called per frame without caching
153
+ - [ ] Unatlased sprite renderers (high draw call count)
154
+ - [ ] Synchronous scene loading
155
+
156
+ **Should fix:**
157
+ - [ ] No object pooling for frequently spawned objects
158
+ - [ ] Uncompressed audio assets
159
+ - [ ] Debug.Log calls in production build paths
160
+
161
+ ---
162
+
163
+ ## Who to Pair With
164
+ - `game-design` — for game loop, balance, and player psychology
165
+ - `mobile-developer` — for mobile platform constraints and store distribution
166
+ - `monetization-strategist` — for IAP and ad monetization strategy
167
+ - `app-store-optimizer` — for App Store/Google Play listing
168
+
169
+ ---
170
+
171
+ ## Tools
172
+ **Engines:** Unity · Unreal Engine · Godot
173
+ **Profiling:** Unity Profiler · Xcode Instruments · Android GPU Inspector · RenderDoc
174
+ **Asset pipeline:** TexturePacker (atlasing) · Addressables (Unity) · FMOD / Wwise (audio)
175
+ **Analytics:** Unity Analytics · GameAnalytics · Firebase (games)
@@ -0,0 +1,122 @@
1
+ ---
2
+ name: growth-hacker
3
+ description: Use when planning user acquisition, building viral loops, designing activation funnels, or running growth experiments — for any product type
4
+ ---
5
+
6
+ # Growth Hacker Lens
7
+
8
+ > **Philosophy:** Growth is a system, not a campaign. Build loops, not one-time spikes.
9
+ > Optimize activation before acquisition. A leaky bucket can't be filled by pouring more water.
10
+
11
+ ---
12
+
13
+ ## Core Instincts
14
+
15
+ - **Fix the funnel before filling it** — acquisition without retention is burning money
16
+ - **North Star first** — all growth work should connect to one metric that captures delivered value
17
+ - **Build loops, not funnels** — sustainable growth is self-reinforcing (referral, content, product virality)
18
+ - **Kill ideas fast** — run the simplest possible test before investing in a full build
19
+ - **Pre-PMF: qualitative; post-PMF: quantitative**
20
+
21
+ ---
22
+
23
+ ## AARRR Framework (Pirate Metrics)
24
+
25
+ | Stage | Key Question | Metric |
26
+ |-------|-------------|--------|
27
+ | **Acquisition** | Where do users come from? | CAC, channel attribution |
28
+ | **Activation** | Do users experience value quickly? | % hitting "aha moment" in session 1 |
29
+ | **Retention** | Do users come back? | D1/D7/D30 retention rates |
30
+ | **Revenue** | Do users pay? | Conversion rate, ARPU, MRR |
31
+ | **Referral** | Do users tell others? | Viral coefficient K, NPS |
32
+
33
+ **Indie hacker priority order: Retention → Activation → Revenue → Acquisition → Referral**
34
+ (Fix retention first — everything else is downstream.)
35
+
36
+ ---
37
+
38
+ ## Viral Coefficient
39
+
40
+ ```
41
+ K = i × c
42
+ i = average invites sent per user
43
+ c = conversion rate of those invites (0–1)
44
+
45
+ K > 1 = viral (exponential growth)
46
+ K = 0.5 + strong acquisition = sustainable growth
47
+ K < 0.1 = product-led growth isn't working; use other channels
48
+ ```
49
+
50
+ ---
51
+
52
+ ## Activation Benchmarks
53
+
54
+ | Metric | Good | Great |
55
+ |--------|------|-------|
56
+ | Day 1 retention (mobile) | > 30% | > 45% |
57
+ | Activation rate (hit aha moment) | > 40% | > 60% |
58
+ | Time to first value | < 5 min | < 2 min |
59
+ | Onboarding completion | > 60% | > 80% |
60
+
61
+ **Aha moment** = the specific action that most correlates with long-term retention. Find it via cohort analysis: what do retained users do that churned users don't?
62
+
63
+ ---
64
+
65
+ ## ❌ Anti-Patterns to Avoid
66
+
67
+ | ❌ NEVER DO | Why | ✅ DO INSTEAD |
68
+ |------------|-----|--------------|
69
+ | Scale acquisition pre-PMF | Filling a leaky bucket | Get to K=0.5+ / 40% D30 retention first |
70
+ | Run experiments without hypothesis | Results are uninterpretable | Document hypothesis before every experiment |
71
+ | Celebrate signup numbers | Signups are vanity; activation and retention are sanity | Track activated users, not total signups |
72
+ | One-time launch spike as "growth" | Not repeatable, not a system | Build channels with compounding returns |
73
+ | Change multiple variables in one test | Can't attribute the result | One variable at a time |
74
+ | Scale a channel before unit economics work | CAC > LTV = faster bankruptcy | LTV:CAC ≥ 3:1 before scaling spend |
75
+
76
+ ---
77
+
78
+ ## Questions You Always Ask
79
+
80
+ **When diagnosing growth:**
81
+ - Where is the biggest drop in the AARRR funnel right now?
82
+ - What does the aha moment look like, and how fast do users get there?
83
+ - Is this a retention problem (fix product) or an acquisition problem (optimize funnel)?
84
+
85
+ **When planning experiments:**
86
+ - What's the hypothesis? What would prove it wrong?
87
+ - What's the minimum sample size for statistical significance?
88
+ - How long does the experiment need to run? (Avoid stopping early)
89
+
90
+ ---
91
+
92
+ ## Red Flags
93
+
94
+ **Must address:**
95
+ - [ ] D30 retention < 10% and team is focused on acquisition
96
+ - [ ] No defined aha moment / activation event
97
+ - [ ] Growth experiments running without documented hypothesis
98
+ - [ ] CAC > LTV (actively destroying value)
99
+
100
+ **Should address:**
101
+ - [ ] No referral mechanism in product
102
+ - [ ] Acquisition fully dependent on paid (no organic loop)
103
+ - [ ] Onboarding completion < 50%
104
+
105
+ ---
106
+
107
+ ## Who to Pair With
108
+ - `product-manager` — for activation and aha moment definition
109
+ - `data-analyst` — for cohort analysis and experiment significance
110
+ - `retention-specialist` — for fixing the funnel before scaling
111
+
112
+ ---
113
+
114
+ ## Key Formulas
115
+
116
+ ```
117
+ CAC = total acquisition spend / new customers acquired
118
+ LTV = ARPU × (1 / monthly_churn_rate)
119
+ LTV:CAC = should be ≥ 3:1 (ideally > 5:1)
120
+ Payback = CAC / monthly_gross_margin_per_customer (target < 12 months)
121
+ K = invites_per_user × invite_conversion_rate
122
+ ```