agy-superpowers 5.0.6 → 5.0.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +23 -0
- package/package.json +1 -1
- package/template/agent/config.yml +9 -0
- package/template/agent/patches/skills-patches.md +74 -0
- package/template/agent/skills/api-design/SKILL.md +193 -0
- package/template/agent/skills/app-store-optimizer/SKILL.md +127 -0
- package/template/agent/skills/auth-and-identity/SKILL.md +167 -0
- package/template/agent/skills/backend-developer/SKILL.md +148 -0
- package/template/agent/skills/brainstorming/SKILL.md +3 -1
- package/template/agent/skills/community-manager/SKILL.md +115 -0
- package/template/agent/skills/content-marketer/SKILL.md +111 -0
- package/template/agent/skills/conversion-optimizer/SKILL.md +142 -0
- package/template/agent/skills/copywriter/SKILL.md +114 -0
- package/template/agent/skills/cto-architect/SKILL.md +133 -0
- package/template/agent/skills/customer-success-manager/SKILL.md +126 -0
- package/template/agent/skills/data-analyst/SKILL.md +147 -0
- package/template/agent/skills/devops-engineer/SKILL.md +117 -0
- package/template/agent/skills/email-infrastructure/SKILL.md +164 -0
- package/template/agent/skills/frontend-developer/SKILL.md +133 -0
- package/template/agent/skills/game-design/SKILL.md +194 -0
- package/template/agent/skills/game-developer/SKILL.md +175 -0
- package/template/agent/skills/growth-hacker/SKILL.md +122 -0
- package/template/agent/skills/i18n-localization/SKILL.md +126 -0
- package/template/agent/skills/influencer-marketer/SKILL.md +141 -0
- package/template/agent/skills/mobile-developer/SKILL.md +142 -0
- package/template/agent/skills/monetization-strategist/SKILL.md +119 -0
- package/template/agent/skills/paid-acquisition-specialist/SKILL.md +119 -0
- package/template/agent/skills/product-manager/SKILL.md +105 -0
- package/template/agent/skills/real-time-features/SKILL.md +194 -0
- package/template/agent/skills/retention-specialist/SKILL.md +123 -0
- package/template/agent/skills/saas-architect/SKILL.md +139 -0
- package/template/agent/skills/security-engineer/SKILL.md +133 -0
- package/template/agent/skills/seo-specialist/SKILL.md +130 -0
- package/template/agent/skills/subagent-driven-development/SKILL.md +7 -3
- package/template/agent/skills/subscription-billing/SKILL.md +179 -0
- package/template/agent/skills/ux-designer/SKILL.md +128 -0
- package/template/agent/workflows/update-superpowers.md +27 -8
|
@@ -0,0 +1,133 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: frontend-developer
|
|
3
|
+
description: Use when building web UI, designing component architecture, or reviewing frontend code — regardless of framework (React, Vue, Svelte, etc.)
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Frontend Developer Lens
|
|
7
|
+
|
|
8
|
+
> **Philosophy:** Component-first. User-perception-first. Accessibility is not optional.
|
|
9
|
+
> Performance is felt by users, not measured in isolation.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## ⚠️ ASK BEFORE ASSUMING
|
|
14
|
+
|
|
15
|
+
If the stack is unspecified, **DO NOT default to Create React App**. Ask:
|
|
16
|
+
|
|
17
|
+
| What | Why it matters |
|
|
18
|
+
|------|----------------|
|
|
19
|
+
| **Framework?** React / Vue / Svelte / vanilla | Determines patterns, tooling, idioms |
|
|
20
|
+
| **Rendering?** CSR / SSR / SSG / ISR | SEO and performance strategy |
|
|
21
|
+
| **Design system?** Custom / Tailwind / MUI / shadcn | Styling approach and constraints |
|
|
22
|
+
| **Target browsers?** Modern / IE support? | Determines APIs and CSS you can use |
|
|
23
|
+
|
|
24
|
+
When stack is unspecified, assume React + TypeScript + Next.js (App Router).
|
|
25
|
+
|
|
26
|
+
---
|
|
27
|
+
|
|
28
|
+
## Core Instincts
|
|
29
|
+
|
|
30
|
+
- **User perception is reality** — loading states, micro-animations, and feedback loops matter as much as the happy path
|
|
31
|
+
- **Accessibility is load-bearing** — keyboard nav, screen readers, and contrast ratios affect real users
|
|
32
|
+
- **Render cost is real** — unnecessary re-renders degrade UX; measure before optimizing
|
|
33
|
+
- **Web Vitals are felt** — LCP, CLS, INP directly impact user satisfaction and SEO
|
|
34
|
+
- **Mobile is primary** — design mobile-first; test at real viewport sizes on real devices
|
|
35
|
+
|
|
36
|
+
---
|
|
37
|
+
|
|
38
|
+
## Web Vitals Thresholds (Google Standard)
|
|
39
|
+
|
|
40
|
+
| Metric | Good | Needs Improvement | Poor |
|
|
41
|
+
|--------|------|-------------------|------|
|
|
42
|
+
| **LCP** (Largest Contentful Paint) | < 2.5s | 2.5–4s | > 4s |
|
|
43
|
+
| **INP** (Interaction to Next Paint) | < 200ms | 200–500ms | > 500ms |
|
|
44
|
+
| **CLS** (Cumulative Layout Shift) | < 0.1 | 0.1–0.25 | > 0.25 |
|
|
45
|
+
| **FCP** (First Contentful Paint) | < 1.8s | 1.8–3s | > 3s |
|
|
46
|
+
| **TTFB** (Time to First Byte) | < 800ms | 800ms–1.8s | > 1.8s |
|
|
47
|
+
|
|
48
|
+
---
|
|
49
|
+
|
|
50
|
+
## Bundle Size Guidelines
|
|
51
|
+
|
|
52
|
+
| Bundle | Target | Action needed |
|
|
53
|
+
|--------|--------|---------------|
|
|
54
|
+
| Main JS (gzipped) | < 200KB | > 400KB: audit imports, code-split |
|
|
55
|
+
| Per-route chunk | < 50KB | > 100KB: lazy load heavy deps |
|
|
56
|
+
| CSS (gzipped) | < 50KB | > 100KB: purge unused styles |
|
|
57
|
+
| Images (hero) | < 200KB | Use `next/image` or WebP + lazy load |
|
|
58
|
+
|
|
59
|
+
---
|
|
60
|
+
|
|
61
|
+
## ❌ Anti-Patterns to Avoid
|
|
62
|
+
|
|
63
|
+
| ❌ NEVER DO | Why | ✅ DO INSTEAD |
|
|
64
|
+
|------------|-----|--------------|
|
|
65
|
+
| Skip loading/error/empty states | User thinks the app is broken | Always handle all 3 async states |
|
|
66
|
+
| `onClick` only (no keyboard handler) | Keyboard users excluded | Use `<button>`; it's free keyboard support |
|
|
67
|
+
| Index as list `key` in dynamic lists | Reorder causes state and animation bugs | Unique stable ID from data |
|
|
68
|
+
| Images without `alt` or explicit dimensions | Screen reader fail + CLS score hit | `alt` always; `width`/`height` or `aspect-ratio` always |
|
|
69
|
+
| `<div>` for interactive elements | Not focusable, not semantic, no ARIA | Use `<button>`, `<a>`, or explicit `role` + `tabIndex` |
|
|
70
|
+
| Sequential `await` for independent fetches | Each waits on the previous (waterfall) | `Promise.all([fetchA(), fetchB()])` |
|
|
71
|
+
| Barrel exports in app code (`index.ts`) | Defeats tree-shaking, slow cold start | Import directly from the source file |
|
|
72
|
+
| Import entire library for one function | Bundle bloat (e.g., `import _ from 'lodash'`) | Named import or specific entry (`lodash/debounce`) |
|
|
73
|
+
| Client fetch where SSR/SSG would work | Slower FCP, worse SEO | Server-render or static-generate whenever possible |
|
|
74
|
+
|
|
75
|
+
---
|
|
76
|
+
|
|
77
|
+
## Accessibility Quick Rules
|
|
78
|
+
|
|
79
|
+
| Rule | Detail |
|
|
80
|
+
|------|--------|
|
|
81
|
+
| Color contrast (normal text) | ≥ 4.5:1 against background (WCAG AA) |
|
|
82
|
+
| Color contrast (large text, ≥18pt) | ≥ 3:1 against background |
|
|
83
|
+
| Touch / click target size | ≥ 44×44px (WCAG 2.5.5, Level AAA) |
|
|
84
|
+
| Focus indicator | Must be visible; `outline: none` without replacement is a violation |
|
|
85
|
+
| Form inputs | Must have `<label>` (associated via `for`/`id` or wrapping) |
|
|
86
|
+
| Images | Decorative → `alt=""`, informative → descriptive `alt` |
|
|
87
|
+
| Interactive elements order | DOM order must match visual order for keyboard users |
|
|
88
|
+
|
|
89
|
+
---
|
|
90
|
+
|
|
91
|
+
## Questions You Always Ask
|
|
92
|
+
|
|
93
|
+
**When planning UI:**
|
|
94
|
+
- What's the loading state? The error state? The empty state?
|
|
95
|
+
- Is this accessible to keyboard and screen reader users?
|
|
96
|
+
- What does this look like at 375px? At 1440px?
|
|
97
|
+
- Is this content crawlable by search engines (SSR or SSG)?
|
|
98
|
+
|
|
99
|
+
**When reviewing components:**
|
|
100
|
+
- Does this cause layout shift (CLS)? Are image dimensions declared?
|
|
101
|
+
- Can a user complete this entire flow using only the keyboard?
|
|
102
|
+
- Is every form input associated with a visible `<label>`?
|
|
103
|
+
- What's the bundle size delta from this new dependency?
|
|
104
|
+
|
|
105
|
+
---
|
|
106
|
+
|
|
107
|
+
## Red Flags in Code Review
|
|
108
|
+
|
|
109
|
+
**Must fix:**
|
|
110
|
+
- [ ] No loading/error/empty states for async data
|
|
111
|
+
- [ ] Interactive elements unreachable by keyboard
|
|
112
|
+
- [ ] Images without `alt` text or explicit dimensions (CLS risk)
|
|
113
|
+
- [ ] Form inputs without associated `<label>` elements
|
|
114
|
+
- [ ] Color contrast below 4.5:1 for body text
|
|
115
|
+
|
|
116
|
+
**Should fix:**
|
|
117
|
+
- [ ] Missing unique identifiers for list items
|
|
118
|
+
- [ ] Large dependencies added without bundle size justification
|
|
119
|
+
- [ ] Client-side fetch where server-rendering would work
|
|
120
|
+
- [ ] `outline: none` without visible focus replacement
|
|
121
|
+
|
|
122
|
+
---
|
|
123
|
+
|
|
124
|
+
## Performance Debugging Checklist
|
|
125
|
+
|
|
126
|
+
```
|
|
127
|
+
Slow initial load → Check bundle size, server render, remove unused deps
|
|
128
|
+
Layout shift (CLS) → Set image dimensions, avoid injecting content above fold
|
|
129
|
+
Janky interaction → Use CSS transforms, avoid forced layout (getBoundingClientRect in loops)
|
|
130
|
+
Too many re-renders → React DevTools Profiler → memo, useMemo, useCallback
|
|
131
|
+
Slow data fetch → Parallel with Promise.all(), SWR/React Query for cache
|
|
132
|
+
Large images → WebP format, srcset for responsive, lazy loading
|
|
133
|
+
```
|
|
@@ -0,0 +1,194 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-design
|
|
3
|
+
description: Use when designing game mechanics, core loops, progression systems, monetization for games, difficulty curves, tutorial design, or player psychology
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Game Design Lens
|
|
7
|
+
|
|
8
|
+
> **Philosophy:** Game design is the art of making decisions fun. Every system should answer: "Is this engaging?"
|
|
9
|
+
> The best games feel instantly playable and endlessly deep.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## Core Instincts
|
|
14
|
+
|
|
15
|
+
- **Core loop first** — if the core action isn't fun by itself, no meta-game will save it
|
|
16
|
+
- **Feel before balance** — a perfectly balanced but bad-feeling game fails; great feel forgives imbalance
|
|
17
|
+
- **Teach through play** — tutorials are a design failure if players need to read them
|
|
18
|
+
- **Intrinsic over extrinsic motivation** — players who play for rewards quit when rewards stop
|
|
19
|
+
- **Every system must serve the fantasy** — if a mechanic doesn't reinforce the core fantasy, cut it
|
|
20
|
+
|
|
21
|
+
---
|
|
22
|
+
|
|
23
|
+
## Game Loop Hierarchy
|
|
24
|
+
|
|
25
|
+
```
|
|
26
|
+
Core Loop (seconds): The primary action (shoot, match, tap, build)
|
|
27
|
+
Meta Loop (minutes): Progression within a session (upgrade, complete level)
|
|
28
|
+
Outer Loop (days): Long-term progression (unlock, prestige, story)
|
|
29
|
+
|
|
30
|
+
Addiction comes from nested loops where each satisfies before feeding into the next.
|
|
31
|
+
|
|
32
|
+
Example: Clash Royale
|
|
33
|
+
Core: Battle (3 min)
|
|
34
|
+
Meta: Earn chest, open chest, get cards
|
|
35
|
+
Outer: Climb trophies, unlock arenas, seasonal ladder
|
|
36
|
+
```
|
|
37
|
+
|
|
38
|
+
---
|
|
39
|
+
|
|
40
|
+
## Player Motivation (Bartle Types)
|
|
41
|
+
|
|
42
|
+
| Type | Motivation | Engage with |
|
|
43
|
+
|------|-----------|-------------|
|
|
44
|
+
| **Achiever** | Goals, completion, rewards | Achievements, leaderboards, progress bars |
|
|
45
|
+
| **Explorer** | Discovery, secrets, lore | Hidden content, procedural worlds, narrative |
|
|
46
|
+
| **Socializer** | Connection, competition, cooperation | Guilds, co-op, chat, gifting |
|
|
47
|
+
| **Killer** | Competition, dominance | PvP, rankings, bragging rights |
|
|
48
|
+
|
|
49
|
+
**Indie hacker tip:** Mobile casual games are mostly Achievers. Design clear goals and visible progress.
|
|
50
|
+
|
|
51
|
+
---
|
|
52
|
+
|
|
53
|
+
## Difficulty Curve Design
|
|
54
|
+
|
|
55
|
+
```
|
|
56
|
+
Flow State (Csikszentmihalyi):
|
|
57
|
+
Too hard → frustration → quit
|
|
58
|
+
Too easy → boredom → quit
|
|
59
|
+
Balanced → flow → engagement
|
|
60
|
+
|
|
61
|
+
Difficulty progression rule:
|
|
62
|
+
Introduce mechanic (easy) → test mechanic (medium) → combine mechanics (hard)
|
|
63
|
+
Never introduce two new mechanics simultaneously
|
|
64
|
+
|
|
65
|
+
Rubber-band difficulty:
|
|
66
|
+
Dynamic difficulty adjustment (DDA): losing players get slight boost
|
|
67
|
+
Winning players face slight increase
|
|
68
|
+
Keeps sessions competitive without feeling rigged
|
|
69
|
+
```
|
|
70
|
+
|
|
71
|
+
---
|
|
72
|
+
|
|
73
|
+
## Monetization Design for Games
|
|
74
|
+
|
|
75
|
+
| Model | Player experience | Retention impact | Revenue potential |
|
|
76
|
+
|-------|------------------|-----------------|------------------|
|
|
77
|
+
| **Premium** (one-time) | ✅ No friction | ✅ High | 🔴 Capped |
|
|
78
|
+
| **IAP — cosmetics only** | ✅ No frustration | ✅ Good | 🟡 Medium |
|
|
79
|
+
| **IAP — progression** | ⚠️ Pay-to-win risk | ⚠️ Can harm f2p | 🟡 Medium |
|
|
80
|
+
| **Rewarded ads** | ✅ Player-initiated | ✅ Good if not forced | 🟡 Medium |
|
|
81
|
+
| **Battle pass** | ✅ FOMO + value | ✅ High (retention driver) | 🟢 High |
|
|
82
|
+
| **Subscriptions** | ✅ Predictable | ✅ Good | 🟢 High |
|
|
83
|
+
| **Gacha / loot boxes** | ⚠️ Controversy | ⚠️ Can be predatory | 🟢 High |
|
|
84
|
+
|
|
85
|
+
**Indie hacker safe defaults:** Rewarded ads + battle pass + cosmetic IAP.
|
|
86
|
+
**Avoid:** Pay-to-win IAP — destroys community trust and long-term retention.
|
|
87
|
+
|
|
88
|
+
---
|
|
89
|
+
|
|
90
|
+
## Onboarding / Tutorial Design Rules
|
|
91
|
+
|
|
92
|
+
```
|
|
93
|
+
Rule 1: Show, don't tell — demonstrate mechanics, don't explain them
|
|
94
|
+
Rule 2: Force the action — don't ask "do you want a tutorial?"; just do it
|
|
95
|
+
Rule 3: Reward immediately — first tutorial action must give satisfying feedback
|
|
96
|
+
Rule 4: FTUE (First-Time User Experience) must complete in < 3 minutes
|
|
97
|
+
Rule 5: Every tutorial step has exactly ONE objective
|
|
98
|
+
Rule 6: Remove all failure states during tutorial — frustration at minute 1 = uninstall
|
|
99
|
+
Rule 7: No text walls — max 2 lines of instruction; ideally zero
|
|
100
|
+
```
|
|
101
|
+
|
|
102
|
+
---
|
|
103
|
+
|
|
104
|
+
## Game Balance Framework
|
|
105
|
+
|
|
106
|
+
```
|
|
107
|
+
Dominant strategy = game is solved → players get bored
|
|
108
|
+
No viable strategy = game is frustrating → players quit
|
|
109
|
+
|
|
110
|
+
Balanced game: multiple viable strategies, each with clear strengths and weaknesses
|
|
111
|
+
|
|
112
|
+
Rock-Paper-Scissors model:
|
|
113
|
+
A beats B, B beats C, C beats A
|
|
114
|
+
No single dominant option; strategy matters
|
|
115
|
+
|
|
116
|
+
Formulas:
|
|
117
|
+
DPS = Damage / Attack Speed
|
|
118
|
+
TTK (Time to Kill) = Target HP / DPS
|
|
119
|
+
Win rate = (Wins) / (Wins + Losses) — target ~50% ± 5% for PvP balance
|
|
120
|
+
```
|
|
121
|
+
|
|
122
|
+
---
|
|
123
|
+
|
|
124
|
+
## Game Metrics (KPIs)
|
|
125
|
+
|
|
126
|
+
| Metric | Definition | Target |
|
|
127
|
+
|--------|-----------|--------|
|
|
128
|
+
| D1 Retention | % players returning on day 1 | > 35% |
|
|
129
|
+
| D7 Retention | % players returning on day 7 | > 15% |
|
|
130
|
+
| D28 Retention | % players returning on day 28 | > 7% |
|
|
131
|
+
| Session length | Average time per session | 5–15 min (casual), 20–60 min (core) |
|
|
132
|
+
| Sessions per DAU | Average sessions per daily user | > 2 |
|
|
133
|
+
| ARPDAU | Revenue per daily active user | Varies; $0.05–$0.20 mobile casual |
|
|
134
|
+
| IPM (Installs per Mille) | Ad creative installs / 1K impressions | > 3 for performance |
|
|
135
|
+
| Day 0 tutorial completion | % who finish tutorial | > 70% |
|
|
136
|
+
|
|
137
|
+
---
|
|
138
|
+
|
|
139
|
+
## ❌ Anti-Patterns to Avoid
|
|
140
|
+
|
|
141
|
+
| ❌ NEVER DO | Why | ✅ DO INSTEAD |
|
|
142
|
+
|------------|-----|--------------|
|
|
143
|
+
| Skip the core loop to build meta first | Meta can't save a bad core loop | Fun core loop in < 2 weeks prototype |
|
|
144
|
+
| Pay-to-win IAP | Destroys PvP balance, harms f2p players | Cosmetics, convenience (not power) |
|
|
145
|
+
| Energy/timer gates early in FTUE | Players quit before experiencing value | First gate after player is hooked (> D3) |
|
|
146
|
+
| Tutorial that can be failed | Guaranteed failure = guaranteed uninstall | Guided, railroaded tutorial with no lose state |
|
|
147
|
+
| Random difficulty spikes | Perceived unfairness = rage quit | Smooth curve with intentional "boss" moments |
|
|
148
|
+
| Introducing 2 mechanics at once | Cognitive overload | One mechanic per level/screen |
|
|
149
|
+
| Rewarded ads forced (not voluntary) | Players hate interruption | Rewarded only — player initiates |
|
|
150
|
+
|
|
151
|
+
---
|
|
152
|
+
|
|
153
|
+
## Questions You Always Ask
|
|
154
|
+
|
|
155
|
+
**When designing a new mechanic:**
|
|
156
|
+
- Is this fun by itself? (Test with just the mechanic, no rewards)
|
|
157
|
+
- Does it reinforce the core fantasy of the game?
|
|
158
|
+
- How does a new player encounter this for the first time?
|
|
159
|
+
|
|
160
|
+
**When reviewing a level/system:**
|
|
161
|
+
- Does the difficulty curve make sense? No sudden spikes?
|
|
162
|
+
- What's the win rate data? (If PvP or competitive)
|
|
163
|
+
- What's the tutorial completion rate for this flow?
|
|
164
|
+
|
|
165
|
+
---
|
|
166
|
+
|
|
167
|
+
## Red Flags
|
|
168
|
+
|
|
169
|
+
**Must fix:**
|
|
170
|
+
- [ ] Tutorial can be failed or skipped with no guidance
|
|
171
|
+
- [ ] First session longer than 5 minutes before first reward
|
|
172
|
+
- [ ] Pay-to-win mechanics that affect PvP balance
|
|
173
|
+
- [ ] No distinct core loop (what does the player DO every 30 seconds?)
|
|
174
|
+
|
|
175
|
+
**Should fix:**
|
|
176
|
+
- [ ] No audio/haptic feedback on primary action
|
|
177
|
+
- [ ] Difficulty spikes without escalation curve
|
|
178
|
+
- [ ] Monetization gating content needed to progress (not convenience)
|
|
179
|
+
|
|
180
|
+
---
|
|
181
|
+
|
|
182
|
+
## Who to Pair With
|
|
183
|
+
- `game-developer` — for technical implementation of mechanics
|
|
184
|
+
- `mobile-developer` — for mobile UX and platform guidelines
|
|
185
|
+
- `monetization-strategist` — for IAP pricing and revenue modeling
|
|
186
|
+
- `retention-specialist` — for D1/D7/D28 funnel analysis
|
|
187
|
+
|
|
188
|
+
---
|
|
189
|
+
|
|
190
|
+
## Reference Frameworks
|
|
191
|
+
- **MDA Framework** (Mechanics → Dynamics → Aesthetics) — Hunicke, LeBlanc, Zubek
|
|
192
|
+
- **Bartle's Player Types** — motivation segmentation for multiplayer
|
|
193
|
+
- **Flow State** — Csikszentmihalyi's challenge/skill balance
|
|
194
|
+
- **Octalysis** — Yu-kai Chou's gamification framework (8 core drives)
|
|
@@ -0,0 +1,175 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-developer
|
|
3
|
+
description: Use when working on mobile app features, reviewing mobile code, or making architecture decisions — regardless of platform (React Native, Flutter, iOS, Android)
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Game Developer Lens
|
|
7
|
+
|
|
8
|
+
> **Philosophy:** Games are real-time, frame-budget-constrained simulations. Every millisecond counts.
|
|
9
|
+
> Fun is the product. Performance is the enabler. Both must ship together.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## ⚠️ ASK BEFORE ASSUMING
|
|
14
|
+
|
|
15
|
+
| What | Why it matters |
|
|
16
|
+
|------|----------------|
|
|
17
|
+
| **Platform?** Mobile / PC / Console / Web | Frame budget, input model, distribution channel all differ |
|
|
18
|
+
| **Engine?** Unity / Unreal / Godot / custom | Determines every technical pattern |
|
|
19
|
+
| **Genre?** Puzzle / RPG / Action / Idle | Core loop architecture differs fundamentally |
|
|
20
|
+
| **Online?** Singleplayer / Multiplayer / MMO | Networking complexity changes everything |
|
|
21
|
+
|
|
22
|
+
When unspecified, assume Unity + C# + mobile (iOS + Android).
|
|
23
|
+
|
|
24
|
+
---
|
|
25
|
+
|
|
26
|
+
## Frame Budget
|
|
27
|
+
|
|
28
|
+
```
|
|
29
|
+
Target frame rate → frame budget → time per frame
|
|
30
|
+
60 FPS = 16.67ms per frame (mobile standard)
|
|
31
|
+
30 FPS = 33.33ms per frame (minimum acceptable mobile)
|
|
32
|
+
120 FPS = 8.33ms per frame (high-refresh displays)
|
|
33
|
+
|
|
34
|
+
Budget allocation guideline (16.67ms total):
|
|
35
|
+
CPU (game logic + physics): ~6ms
|
|
36
|
+
CPU (rendering commands): ~4ms
|
|
37
|
+
GPU (draw calls + shaders): ~6ms
|
|
38
|
+
Headroom (OS, audio, GC): ~0.67ms
|
|
39
|
+
|
|
40
|
+
If any system consistently exceeds budget → frame drops → player frustration
|
|
41
|
+
```
|
|
42
|
+
|
|
43
|
+
---
|
|
44
|
+
|
|
45
|
+
## Engine Decision Tree
|
|
46
|
+
|
|
47
|
+
```
|
|
48
|
+
What engine?
|
|
49
|
+
├── AAA budget + PC/Console + team → Unreal Engine (C++)
|
|
50
|
+
├── Mobile + fast iteration + mid-size → Unity (C#)
|
|
51
|
+
├── Indie + open source + 2D/3D → Godot (GDScript or C#)
|
|
52
|
+
├── Browser target → Phaser.js / Babylon.js / Three.js
|
|
53
|
+
└── Existing engine in codebase → match codebase
|
|
54
|
+
```
|
|
55
|
+
|
|
56
|
+
---
|
|
57
|
+
|
|
58
|
+
## Core Instincts
|
|
59
|
+
|
|
60
|
+
- **The game loop is sacred** — Input → Update → Render, every frame, on time
|
|
61
|
+
- **Object pooling over instantiation** — `Instantiate()` at runtime = GC spike = frame drop
|
|
62
|
+
- **Draw calls are the enemy** — batch sprites, use atlases, instanced rendering
|
|
63
|
+
- **Physics runs on a fixed timestep** — decouple physics from render frame rate
|
|
64
|
+
- **GC pauses kill games** — allocate in `Start()`/`Awake()`, never in `Update()`
|
|
65
|
+
- **Profiler first, optimize second** — never guess what's slow
|
|
66
|
+
|
|
67
|
+
---
|
|
68
|
+
|
|
69
|
+
## Performance Thresholds (Mobile)
|
|
70
|
+
|
|
71
|
+
| Metric | Good | Investigate |
|
|
72
|
+
|--------|------|-------------|
|
|
73
|
+
| Frame rate (gameplay) | 60 FPS sustained | < 45 FPS |
|
|
74
|
+
| Frame rate (menus/UI) | 60 FPS | < 30 FPS |
|
|
75
|
+
| Draw calls per frame | < 100 | > 200 |
|
|
76
|
+
| Texture memory | < 256MB | > 512MB |
|
|
77
|
+
| APK / IPA size | < 100MB | > 200MB (impacts conversion) |
|
|
78
|
+
| RAM usage (mid-range device) | < 300MB | > 500MB (OS kills app) |
|
|
79
|
+
| Load time (initial) | < 5s | > 10s |
|
|
80
|
+
| GC allocation per frame | 0B | > 0B (any = risk) |
|
|
81
|
+
|
|
82
|
+
---
|
|
83
|
+
|
|
84
|
+
## ❌ Anti-Patterns to Avoid
|
|
85
|
+
|
|
86
|
+
| ❌ NEVER DO | Why | ✅ DO INSTEAD |
|
|
87
|
+
|------------|-----|--------------|
|
|
88
|
+
| `Instantiate()`/`Destroy()` in `Update()` | GC spike = frame drop | Object pooling |
|
|
89
|
+
| `GameObject.Find()` in `Update()` | Expensive search every frame | Cache reference in `Start()` |
|
|
90
|
+
| Non-atlased sprites | 1 draw call per sprite = explosion | Sprite Atlas / texture packing |
|
|
91
|
+
| `string` concatenation in `Update()` | String allocation = GC | `StringBuilder` or avoid |
|
|
92
|
+
| Unnecessary `GetComponent<>()` per frame | Expensive reflection | Cache in `Awake()/Start()` |
|
|
93
|
+
| Physics on non-fixed timestep | Non-deterministic simulation | Use `FixedUpdate()` for physics |
|
|
94
|
+
| Uncompressed audio | Large bundle, high memory | OGG for music, WAV for short SFX only |
|
|
95
|
+
| `Debug.Log()` in build | CPU overhead, even in release | Strip with `#if UNITY_EDITOR` or Conditional |
|
|
96
|
+
|
|
97
|
+
---
|
|
98
|
+
|
|
99
|
+
## Platform Considerations
|
|
100
|
+
|
|
101
|
+
| Concern | iOS | Android |
|
|
102
|
+
|---------|-----|---------|
|
|
103
|
+
| Max texture size | 4096×4096 | 4096×4096 |
|
|
104
|
+
| Graphics API | Metal | Vulkan / OpenGL ES 3.0 |
|
|
105
|
+
| Target FPS API | `Application.targetFrameRate = 60` | Same |
|
|
106
|
+
| Memory kill threshold | ~1.5GB | Varies by device (256MB–4GB) |
|
|
107
|
+
| App size limit (OTA) | 200MB cellular cap | No cap (varies by store) |
|
|
108
|
+
| Haptic feedback | `UnityEngine.iOS.Device.SetNoBackupFlag` / Core Haptics | Vibration API |
|
|
109
|
+
|
|
110
|
+
---
|
|
111
|
+
|
|
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
|
+
```
|