make-mp-data 3.0.4 โ 3.0.5
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 +46 -0
- package/dungeons/array-of-object-lookup-schema.json +327 -0
- package/dungeons/array-of-object-lookup.js +28 -8
- package/dungeons/capstone/capstone-ic3.js +291 -0
- package/dungeons/capstone/capstone-ic4.js +598 -0
- package/dungeons/capstone/capstone-ic5.js +668 -0
- package/dungeons/capstone/generate-product-lookup.js +309 -0
- package/dungeons/ecommerce-schema.json +462 -0
- package/dungeons/{copilot.js โ ecommerce.js} +77 -15
- package/dungeons/education-schema.json +2409 -0
- package/dungeons/education.js +206 -442
- package/dungeons/fintech-schema.json +14034 -0
- package/dungeons/fintech.js +110 -389
- package/dungeons/foobar-schema.json +403 -0
- package/dungeons/foobar.js +27 -4
- package/dungeons/food-delivery-schema.json +192 -0
- package/dungeons/food-delivery.js +602 -0
- package/dungeons/food-schema.json +1152 -0
- package/dungeons/food.js +150 -383
- package/dungeons/gaming-schema.json +1270 -0
- package/dungeons/gaming.js +143 -3
- package/dungeons/insurance-application-schema.json +204 -0
- package/dungeons/insurance-application.js +605 -0
- package/dungeons/media-schema.json +906 -0
- package/dungeons/media.js +221 -391
- package/dungeons/retention-cadence-schema.json +78 -0
- package/dungeons/retention-cadence.js +35 -1
- package/dungeons/rpg-schema.json +4526 -0
- package/dungeons/rpg.js +130 -388
- package/dungeons/sanity-schema.json +255 -0
- package/dungeons/sanity.js +21 -10
- package/dungeons/sass-schema.json +1291 -0
- package/dungeons/sass.js +210 -337
- package/dungeons/scd-schema.json +919 -0
- package/dungeons/scd.js +38 -10
- package/dungeons/simple-schema.json +608 -0
- package/dungeons/simple.js +48 -11
- package/dungeons/simplest-schema.json +1418 -0
- package/dungeons/simplest.js +392 -0
- package/dungeons/social-schema.json +1118 -0
- package/dungeons/social.js +124 -365
- package/dungeons/text-generation-schema.json +3096 -0
- package/dungeons/text-generation.js +71 -0
- package/index.js +6 -3
- package/lib/core/config-validator.js +18 -0
- package/lib/core/storage.js +5 -5
- package/lib/generators/events.js +4 -4
- package/lib/orchestrators/mixpanel-sender.js +12 -7
- package/lib/orchestrators/user-loop.js +14 -6
- package/lib/templates/soup-presets.js +188 -0
- package/lib/utils/utils.js +52 -6
- package/package.json +1 -1
- package/types.d.ts +20 -3
- package/dungeons/adspend.js +0 -117
- package/dungeons/anon.js +0 -128
- package/dungeons/benchmark-heavy.js +0 -240
- package/dungeons/benchmark-light.js +0 -126
- package/dungeons/big.js +0 -226
- package/dungeons/business.js +0 -391
- package/dungeons/complex.js +0 -428
- package/dungeons/experiments.js +0 -137
- package/dungeons/funnels.js +0 -309
- package/dungeons/mil.js +0 -323
- package/dungeons/mirror.js +0 -160
- package/dungeons/soup-test.js +0 -52
- package/dungeons/streaming.js +0 -372
- package/dungeons/strict-event-test.js +0 -30
- package/dungeons/student-teacher.js +0 -438
- package/dungeons/too-big-events.js +0 -203
- package/dungeons/user-agent.js +0 -209
package/dungeons/rpg.js
CHANGED
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@@ -10,97 +10,151 @@ const chance = u.initChance(SEED);
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const num_users = 5_000;
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const days = 100;
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/** @typedef {import("
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/** @typedef {import("../types.d.ts").Dungeon} Config */
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*
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/*
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* DATASET OVERVIEW
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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*
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* D&D-Style Action RPG โ a fantasy adventure game with deep strategic gameplay
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* and a player-driven economy.
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*
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* CORE LOOP: Players create characters (6 classes, 5 races) and progress through
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* quests, dungeon crawls, and combat encounters. Strategic preparation (inspect,
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* search for clues, Ancient Compass) creates skill gaps. Guild membership drives
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* social retention. Monetization via premium currency, lucky charms, season pass,
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* and subscription tiers (Free / Premium / Elite).
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*
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* SCALE: 5,000 users ร 120 events = 600K events over 100 days
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* 20 event types, 7 funnels, guild group analytics, subscription tiers
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*
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* KEY SYSTEMS:
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* - Quests: accept โ objective โ turn in (5 quest types, gold/XP rewards)
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* - Dungeons: enter โ find treasure โ exit (50 dungeons, party-based, 3 outcomes)
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* - Combat: initiate โ complete (6 enemy types, level scaling, loot)
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* - Economy: item purchase/sell, real money purchases, vendor types
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* - Progression: level up (1-50), character classes, stat points
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* - Social: guild join/leave (5-100 members, guild levels 1-20)
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* - Monetization: premium currency, lucky charms, legendary chests, season pass
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* - Subscriptions: Free / Premium ($9.99/mo) / Elite ($19.99/mo)
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*/
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/*
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* ANALYTICS HOOKS (8 architected patterns)
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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*
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* 1. CONVERSION: Ancient Compass Effect
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* Players who use the "Ancient Compass" item have 3x quest completion rate
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* and earn 1.5x more rewards.
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* โ Mixpanel: Segment users by "use item" where item_type = "Ancient Compass"
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* โ Compare quest completion rate and average reward_gold / reward_xp
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* โ Look for compass_user = true on quest turned in events
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*
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* 2. TIME-BASED: Cursed Week (days 40-47)
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* Death rates spike 5x, dungeon completion plummets, resurrection usage 4x.
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* โ Mixpanel: Chart "player death" count by day โ clear spike days 40-47
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* โ Filter cause_of_death = "Curse" and cursed_week = true
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* โ Compare completion_status distribution before/during/after
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*
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* 3. RETENTION: Early Guild Joiners
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* Players who join a guild within first 3 days have 80% D30 retention vs 20%.
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* โ Mixpanel: Create cohort of users who did "guild joined" within first 3 days
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* โ Compare D30 retention rate and average events per user
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* โ Look for guild_member_retained = true on late engagement events
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*
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* 4. CHURN: Death Spiral
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* Players with 3+ deaths in first week have 70% churn rate (events removed).
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* โ Mixpanel: Segment users by count of "player death" in first 7 days
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* โ Bucket: 0-2, 3-4, 5+ deaths โ compare events after day 7
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* โ Users with 3+ early deaths have 70% fewer post-week-1 events
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*
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* 5. PURCHASE VALUE: Lucky Charm LTV
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* Lucky Charm Pack buyers become 5x higher LTV customers โ higher purchase
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* frequency, upgraded tiers, more total spend.
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* โ Mixpanel: Segment by "real money purchase" where product contains "Lucky Charm"
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* โ Compare total revenue per user, purchase frequency, average order value
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* โ Look for lucky_charm_effect = true on subsequent purchases
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*
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* 6. BEHAVIORS TOGETHER: Strategic Explorers
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* Players who both "inspect" AND "search for clues" before dungeons have
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* 85% dungeon completion (vs 45%) and 2x treasure value.
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* โ Mixpanel: Segment users who did BOTH "inspect" AND "search for clues"
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* โ Filter dungeon funnel: enter โ exit, compare completion_status rates
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* โ Look for strategic_explorer = true on exit dungeon / find treasure events
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*
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* 7. TIMED RELEASE: Shadowmourne Legendary Weapon (day 45)
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* 2% of players find the legendary weapon after release. They get 90% combat
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* win rate (vs 60%) and complete dungeons 40% faster.
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* โ Mixpanel: Filter "find treasure" where treasure_type = "Shadowmourne Legendary"
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* โ Compare combat win rate and dungeon time_spent_mins before/after day 45
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* โ Look for legendary_weapon_equipped = true
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*
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* 8. SUBSCRIPTION TIER: Premium/Elite Advantage
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* Premium: 50% better combat wins, 1.4x rewards, 45% higher dungeon completion
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* Elite: 70% better combat wins, 1.8x rewards, 65% higher dungeon completion,
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* bonus treasure events, reduced death rates.
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* โ Mixpanel: Segment by subscription_tier super property
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* โ Compare combat win rates, reward_gold, dungeon completion, death rates
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* โ Look for subscriber_advantage = "Premium" or "Elite"
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* risk/reward decision-making. Success requires both skill and planning.
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* EXPECTED METRICS SUMMARY
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* Hook | Metric | Baseline | Hook Effect | Ratio
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* โโโโโโโโโโโโโโโโโโโโโโ|โโโโโโโโโโโโโโโโโโโโโโ|โโโโโโโโโโ|โโโโโโโโโโโโโ|โโโโโโ
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* Ancient Compass | Quest completion | 55% | 85-90% | ~1.6x
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* Cursed Week | Death rate | 8% | 40% | 5x
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* Early Guild Join | D30 Retention | 20% | 80% | 4x
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* Death Spiral | Retention (3+ deaths)| 100% | 30% | 0.3x
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* Lucky Charm | LTV | $15 | $75 | 5x
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* Strategic Explorer | Dungeon completion | 45% | 85% | ~1.9x
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* Legendary Weapon | Combat win rate | 60% | 90% | 1.5x
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* Premium Tier | Combat win rate | 60% | 90% | 1.5x
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* Elite Tier | Combat win rate | 60% | 102% | 1.7x
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* - Treasure hunting: gold, weapons, armor, consumables, and legendary artifacts
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* - Three outcomes: completed (reached the end), abandoned (left early), died (party wipe)
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* - Time investment: 5-120 minutes per run
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* ADVANCED ANALYSIS IDEAS
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* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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* - "Inspect" lets players scout enemies, traps, and treasure before committing
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* - "Search for clues" reveals hidden paths, secret rewards, and dungeon mechanics
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* - Players who prepare strategically have significantly better outcomes
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* - The Ancient Compass is a rare consumable that enhances exploration success
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* CROSS-HOOK PATTERNS:
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* - Three outcomes: Victory (loot), Defeat (death), Fled (escaped but no rewards)
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* - Combat duration reflects difficulty (10s quick fights โ 300s epic battles)
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* 1. The Ultimate Player: Users who use Ancient Compass (Hook #1), join guild
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* early (Hook #3), buy Lucky Charm (Hook #5), get legendary weapon (Hook #7),
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* and have Elite subscription (Hook #8) โ exceptional metrics across all dims.
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* - Death penalties: lost time, equipment durability loss, potential item drops
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* - Resurrection Stones (consumable) allow instant revival without penalties
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* - Deaths early in a player's journey often lead to frustration and churn
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* 2. The Cursed Compass: Do Ancient Compass users survive the Cursed Week
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* better than others?
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* - Each level grants stat points to customize character builds
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* - Six classes with unique playstyles and abilities
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* - Five races with lore and starting bonuses
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* 3. Guild Churn Prevention: Does early guild joining (Hook #3) prevent
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* death-spiral churn (Hook #4)?
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* - Item trading: buy/sell weapons, armor, potions, scrolls (events: item purchased/sold)
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* - Vendor types: Town (general goods), Dungeon (mid-adventure resupply), Special Events (rare items)
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* - Item rarity: Common โ Uncommon โ Rare โ Epic โ Legendary (affects pricing)
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* 4. LTV + Retention: Compare Lucky Charm buyers who joined guilds early vs.
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* those who didn't.
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* - Premium currency (1000/5000 gems) for cosmetics and convenience
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* - Lucky Charm Pack: increases rare drop rates (creates high-LTV player segment)
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* - Legendary Weapon Chests: random powerful gear
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* - Season Pass: exclusive content, cosmetics, and progression boosts
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* - Cosmetic Bundles: no gameplay impact, pure customization
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* 5. Subscription Impact on Churn: Do Premium/Elite subscribers avoid the
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* death spiral churn pattern?
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* - Social cooperative play through guilds (5-100 members)
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* - Guild levels (1-20) unlock perks and group content
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* - Early guild joining creates social bonds that dramatically improve retention
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* - Reasons for leaving: Inactive guilds, found better fit, conflicts, guild disbanded
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+
* COHORT ANALYSIS:
|
|
84
141
|
*
|
|
85
|
-
*
|
|
86
|
-
*
|
|
87
|
-
* -
|
|
88
|
-
* -
|
|
89
|
-
*
|
|
142
|
+
* - Cohort by starting week: Users who started during Cursed Week (days 40-47)
|
|
143
|
+
* should show different patterns
|
|
144
|
+
* - Cohort by character class: Do certain classes show different hook patterns?
|
|
145
|
+
* - Cohort by platform: Do PC users vs. console users exhibit different
|
|
146
|
+
* strategic explorer behavior?
|
|
147
|
+
* - Cohort by subscription tier: Track retention, engagement, and monetization
|
|
148
|
+
* differences
|
|
90
149
|
*
|
|
91
|
-
*
|
|
92
|
-
* - Free: Base game access, earn everything through play
|
|
93
|
-
* - Premium ($9.99/mo): Faster progression, extra inventory, priority queues
|
|
94
|
-
* - Elite ($19.99/mo): All Premium benefits + exclusive content, monthly gems
|
|
95
|
-
* - Tiers can change monthly based on player engagement and value perception
|
|
150
|
+
* FUNNEL ANALYSIS:
|
|
96
151
|
*
|
|
97
|
-
*
|
|
98
|
-
*
|
|
99
|
-
* -
|
|
100
|
-
*
|
|
101
|
-
* -
|
|
102
|
-
*
|
|
103
|
-
* - The "needle in haystack" hooks simulate real product insights hidden in production data
|
|
152
|
+
* - Onboarding Funnel: How does Ancient Compass usage affect tutorial โ first
|
|
153
|
+
* quest conversion?
|
|
154
|
+
* - Dungeon Funnel: Compare enter โ treasure โ exit completion by strategic
|
|
155
|
+
* explorers and subscription tier
|
|
156
|
+
* - Quest Funnel: Compare quest accepted โ completed rates before and during
|
|
157
|
+
* Cursed Week
|
|
104
158
|
*/
|
|
105
159
|
|
|
106
160
|
// Generate consistent item/location IDs for lookup tables
|
|
@@ -863,315 +917,3 @@ const config = {
|
|
|
863
917
|
};
|
|
864
918
|
|
|
865
919
|
export default config;
|
|
866
|
-
|
|
867
|
-
/**
|
|
868
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
869
|
-
* NEEDLE IN A HAYSTACK - D&D ADVENTURE GAME ANALYTICS
|
|
870
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
871
|
-
*
|
|
872
|
-
* A D&D-style adventure game dungeon with 8 deliberately architected analytics
|
|
873
|
-
* insights hidden in the data. This dungeon is designed to showcase advanced
|
|
874
|
-
* product analytics patterns and demonstrate how to find "needles" (meaningful
|
|
875
|
-
* insights) in "haystacks" (large datasets).
|
|
876
|
-
*
|
|
877
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
878
|
-
* ๐ DATASET OVERVIEW
|
|
879
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
880
|
-
*
|
|
881
|
-
* - 5,000 users over 100 days
|
|
882
|
-
* - 2.4M events across 20+ event types
|
|
883
|
-
* - 3 funnels (onboarding, dungeon exploration, quest completion)
|
|
884
|
-
* - Group analytics (guilds)
|
|
885
|
-
* - Lookup tables (items, quests, dungeons)
|
|
886
|
-
* - Subscription tiers (Free, Premium, Elite)
|
|
887
|
-
*
|
|
888
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
889
|
-
* ๐ฏ THE 8 ARCHITECTED HOOKS
|
|
890
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
891
|
-
*
|
|
892
|
-
* Each hook creates a specific, discoverable analytics insight that simulates
|
|
893
|
-
* real-world product behavior patterns.
|
|
894
|
-
*
|
|
895
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
896
|
-
* 1๏ธโฃ CONVERSION HOOK: The Ancient Compass Effect
|
|
897
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
898
|
-
*
|
|
899
|
-
* PATTERN: Players who use the "Ancient Compass" item early in their journey
|
|
900
|
-
* have 3x higher quest completion rates and earn 1.5x more rewards.
|
|
901
|
-
*
|
|
902
|
-
* HOW TO FIND IT:
|
|
903
|
-
* - Segment users by: used item where item_type = "Ancient Compass"
|
|
904
|
-
* - Compare: Quest completion rate
|
|
905
|
-
* - Compare: Average reward_gold and reward_xp
|
|
906
|
-
*
|
|
907
|
-
* EXPECTED INSIGHT: Compass users complete 85-90% of accepted quests vs. 55%
|
|
908
|
-
* baseline. This simulates a power-user feature that drives core conversion.
|
|
909
|
-
*
|
|
910
|
-
* REAL-WORLD ANALOGUE: A key feature (e.g., tutorial completion, power tool
|
|
911
|
-
* usage) that dramatically improves user success rates.
|
|
912
|
-
*
|
|
913
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
914
|
-
* 2๏ธโฃ TIME-BASED HOOK: The Cursed Week
|
|
915
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
916
|
-
*
|
|
917
|
-
* PATTERN: During days 40-47 of the dataset, a "curse" strikes the game world:
|
|
918
|
-
* - Death rates spike 5x
|
|
919
|
-
* - Dungeon completion rates plummet
|
|
920
|
-
* - Resurrection item usage increases 4x
|
|
921
|
-
*
|
|
922
|
-
* HOW TO FIND IT:
|
|
923
|
-
* - Chart: player death event count by day
|
|
924
|
-
* - Filter: days 40-47
|
|
925
|
-
* - Compare: completion_status = "completed" vs "died" over time
|
|
926
|
-
*
|
|
927
|
-
* EXPECTED INSIGHT: Clear spike in deaths around day 43-44, with a marked
|
|
928
|
-
* increase in cursed_week: true property and cause_of_death: "Curse".
|
|
929
|
-
*
|
|
930
|
-
* REAL-WORLD ANALOGUE: A bug, server issue, or game balance change that
|
|
931
|
-
* temporarily degrades user experience.
|
|
932
|
-
*
|
|
933
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
934
|
-
* 3๏ธโฃ RETENTION HOOK: Early Guild Joiners
|
|
935
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
936
|
-
*
|
|
937
|
-
* PATTERN: Players who join a guild within their first 3 days have:
|
|
938
|
-
* - 80% 30-day retention vs. 20% baseline
|
|
939
|
-
* - More events throughout their lifecycle
|
|
940
|
-
* - Higher engagement in week 2-4
|
|
941
|
-
*
|
|
942
|
-
* HOW TO FIND IT:
|
|
943
|
-
* - Create cohort: users who did "guild joined" within first 3 days
|
|
944
|
-
* - Compare: D30 retention rate
|
|
945
|
-
* - Compare: Average events per user
|
|
946
|
-
*
|
|
947
|
-
* EXPECTED INSIGHT: Early guild joiners show dramatically higher retention
|
|
948
|
-
* curves, especially after the critical first week.
|
|
949
|
-
*
|
|
950
|
-
* REAL-WORLD ANALOGUE: Social features (friend invites, team creation) that
|
|
951
|
-
* create "sticky" behavior and drive retention.
|
|
952
|
-
*
|
|
953
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
954
|
-
* 4๏ธโฃ CHURN HOOK: Death Spiral
|
|
955
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
956
|
-
*
|
|
957
|
-
* PATTERN: Players who die 3+ times in their first week have a 70% churn rate -
|
|
958
|
-
* they stop playing after week 1.
|
|
959
|
-
*
|
|
960
|
-
* HOW TO FIND IT:
|
|
961
|
-
* - Segment users by: count of "player death" events in first 7 days
|
|
962
|
-
* - Bucket: 0-2 deaths, 3-4 deaths, 5+ deaths
|
|
963
|
-
* - Compare: Events after day 7 (retention proxy)
|
|
964
|
-
*
|
|
965
|
-
* EXPECTED INSIGHT: Users with 3+ early deaths have 70% fewer events after day 7.
|
|
966
|
-
* The hook literally removes 70% of their post-week-1 events.
|
|
967
|
-
*
|
|
968
|
-
* REAL-WORLD ANALOGUE: Poor onboarding experience or early friction that causes
|
|
969
|
-
* users to abandon the product.
|
|
970
|
-
*
|
|
971
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
972
|
-
* 5๏ธโฃ PURCHASE VALUE HOOK: Lucky Charm LTV
|
|
973
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
974
|
-
*
|
|
975
|
-
* PATTERN: Players who purchase the "Lucky Charm Pack" early become 5x higher
|
|
976
|
-
* LTV customers:
|
|
977
|
-
* - They upgrade to higher-tier purchases
|
|
978
|
-
* - They purchase more frequently
|
|
979
|
-
* - Their total spend is 5x the average
|
|
980
|
-
*
|
|
981
|
-
* HOW TO FIND IT:
|
|
982
|
-
* - Segment users by: did "real money purchase" where product contains "Lucky Charm"
|
|
983
|
-
* - Compare: Total revenue per user
|
|
984
|
-
* - Compare: Purchase frequency
|
|
985
|
-
* - Compare: Average order value
|
|
986
|
-
*
|
|
987
|
-
* EXPECTED INSIGHT: Lucky Charm buyers have dramatically higher LTV, with
|
|
988
|
-
* lucky_charm_effect: true properties on subsequent purchases.
|
|
989
|
-
*
|
|
990
|
-
* REAL-WORLD ANALOGUE: An initial purchase or subscription that predicts high
|
|
991
|
-
* lifetime value (e.g., premium feature adoption).
|
|
992
|
-
*
|
|
993
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
994
|
-
* 6๏ธโฃ BEHAVIORS TOGETHER HOOK: Strategic Explorers
|
|
995
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
996
|
-
*
|
|
997
|
-
* PATTERN: Players who both "inspect" AND "search for clues" before entering
|
|
998
|
-
* dungeons have:
|
|
999
|
-
* - 85% dungeon completion rate vs. 45% baseline
|
|
1000
|
-
* - 2x treasure value found
|
|
1001
|
-
* - Marked as strategic_explorer: true
|
|
1002
|
-
*
|
|
1003
|
-
* HOW TO FIND IT:
|
|
1004
|
-
* - Create segment: users who did BOTH "inspect" AND "search for clues"
|
|
1005
|
-
* - Filter funnel: enter dungeon โ exit dungeon
|
|
1006
|
-
* - Compare: completion_status = "completed" rate
|
|
1007
|
-
* - Compare: Average treasure_value
|
|
1008
|
-
*
|
|
1009
|
-
* EXPECTED INSIGHT: Users who exhibit both preparatory behaviors have vastly
|
|
1010
|
-
* superior outcomes. This is a "power user" behavioral signature.
|
|
1011
|
-
*
|
|
1012
|
-
* REAL-WORLD ANALOGUE: Users who engage with multiple features together (e.g.,
|
|
1013
|
-
* read docs + watch tutorial) have better outcomes than single-feature users.
|
|
1014
|
-
*
|
|
1015
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1016
|
-
* 7๏ธโฃ TIMED RELEASE HOOK: Shadowmourne Legendary Weapon
|
|
1017
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1018
|
-
*
|
|
1019
|
-
* PATTERN: On day 45, a legendary weapon "Shadowmourne" is released:
|
|
1020
|
-
* - 2% of players find it after release
|
|
1021
|
-
* - These players have 90% combat win rate (vs. 60% baseline)
|
|
1022
|
-
* - They complete dungeons 40% faster
|
|
1023
|
-
* - Marked as legendary_weapon_equipped: true
|
|
1024
|
-
*
|
|
1025
|
-
* HOW TO FIND IT:
|
|
1026
|
-
* - Filter events: time >= day 45
|
|
1027
|
-
* - Filter: find treasure where treasure_type = "Shadowmourne Legendary"
|
|
1028
|
-
* - Compare: combat_completed outcome = "Victory" rate
|
|
1029
|
-
* - Compare: exit dungeon time_spent_mins
|
|
1030
|
-
*
|
|
1031
|
-
* EXPECTED INSIGHT: After day 45, a small cohort of "legendary weapon owners"
|
|
1032
|
-
* dominates all game modes. Clear before/after in their performance metrics.
|
|
1033
|
-
*
|
|
1034
|
-
* REAL-WORLD ANALOGUE: A new feature release or product tier that creates a
|
|
1035
|
-
* distinct high-performing user segment.
|
|
1036
|
-
*
|
|
1037
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1038
|
-
* 8๏ธโฃ SUBSCRIPTION TIER HOOK: Premium/Elite Advantage
|
|
1039
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1040
|
-
*
|
|
1041
|
-
* PATTERN: Premium and Elite subscribers have dramatically better outcomes:
|
|
1042
|
-
* - Premium: 50% better combat win rate, 1.4x rewards, 45% higher dungeon completion
|
|
1043
|
-
* - Elite: 70% better combat win rate, 1.8x rewards, 65% higher dungeon completion
|
|
1044
|
-
* - Elite users get bonus treasure events
|
|
1045
|
-
* - Marked as subscriber_advantage: "Premium" or "Elite"
|
|
1046
|
-
*
|
|
1047
|
-
* HOW TO FIND IT:
|
|
1048
|
-
* - Segment users by: subscription_tier
|
|
1049
|
-
* - Compare: Combat win rates by tier
|
|
1050
|
-
* - Compare: Average reward_gold by tier
|
|
1051
|
-
* - Compare: Dungeon completion rates by tier
|
|
1052
|
-
* - Compare: Death rates by tier
|
|
1053
|
-
*
|
|
1054
|
-
* EXPECTED INSIGHT: Clear tier-based performance differences. Elite > Premium > Free
|
|
1055
|
-
* across all engagement and success metrics.
|
|
1056
|
-
*
|
|
1057
|
-
* REAL-WORLD ANALOGUE: Subscription tiers that provide gameplay advantages (power-ups,
|
|
1058
|
-
* boosts, premium content) resulting in measurable outcome differences.
|
|
1059
|
-
*
|
|
1060
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1061
|
-
* ๐ ADVANCED ANALYSIS IDEAS
|
|
1062
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1063
|
-
*
|
|
1064
|
-
* CROSS-HOOK PATTERNS:
|
|
1065
|
-
*
|
|
1066
|
-
* 1. The Ultimate Player: Users who:
|
|
1067
|
-
* - Use Ancient Compass (Hook #1)
|
|
1068
|
-
* - Join guild early (Hook #3)
|
|
1069
|
-
* - Buy Lucky Charm (Hook #5)
|
|
1070
|
-
* - Get legendary weapon (Hook #7)
|
|
1071
|
-
* - Have Elite subscription (Hook #8)
|
|
1072
|
-
* These players should have exceptional metrics across all dimensions.
|
|
1073
|
-
*
|
|
1074
|
-
* 2. The Cursed Compass: Do Ancient Compass users survive the Cursed Week
|
|
1075
|
-
* better than others?
|
|
1076
|
-
*
|
|
1077
|
-
* 3. Guild Churn Prevention: Does early guild joining (Hook #3) prevent
|
|
1078
|
-
* death-spiral churn (Hook #4)?
|
|
1079
|
-
*
|
|
1080
|
-
* 4. LTV + Retention: Compare Lucky Charm buyers who joined guilds early vs.
|
|
1081
|
-
* those who didn't.
|
|
1082
|
-
*
|
|
1083
|
-
* 5. Subscription Impact on Churn: Do Premium/Elite subscribers avoid the
|
|
1084
|
-
* death spiral churn pattern?
|
|
1085
|
-
*
|
|
1086
|
-
* COHORT ANALYSIS:
|
|
1087
|
-
*
|
|
1088
|
-
* - Cohort by starting week: Users who started during Cursed Week (days 40-47)
|
|
1089
|
-
* should show different patterns
|
|
1090
|
-
* - Cohort by character class: Do certain classes show different hook patterns?
|
|
1091
|
-
* - Cohort by platform: Do PC users vs. console users exhibit different
|
|
1092
|
-
* strategic explorer behavior?
|
|
1093
|
-
* - Cohort by subscription tier: Track retention, engagement, and monetization
|
|
1094
|
-
* differences
|
|
1095
|
-
*
|
|
1096
|
-
* FUNNEL ANALYSIS:
|
|
1097
|
-
*
|
|
1098
|
-
* - Onboarding Funnel: How does Ancient Compass usage affect tutorial โ first
|
|
1099
|
-
* quest conversion?
|
|
1100
|
-
* - Dungeon Funnel: Compare enter โ treasure โ exit completion by strategic
|
|
1101
|
-
* explorers and subscription tier
|
|
1102
|
-
* - Quest Funnel: Compare quest accepted โ completed rates before and during
|
|
1103
|
-
* Cursed Week
|
|
1104
|
-
*
|
|
1105
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1106
|
-
* ๐ EXPECTED METRICS SUMMARY
|
|
1107
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1108
|
-
*
|
|
1109
|
-
* Hook | Metric | Baseline | Hook Effect | Ratio
|
|
1110
|
-
* โโโโโโโโโโโโโโโโโโโโโโ|โโโโโโโโโโโโโโโโโโโโโโ|โโโโโโโโโโ|โโโโโโโโโโโโโ|โโโโโโ
|
|
1111
|
-
* Ancient Compass | Quest completion | 55% | 85-90% | ~1.6x
|
|
1112
|
-
* Cursed Week | Death rate | 8% | 40% | 5x
|
|
1113
|
-
* Early Guild Join | D30 Retention | 20% | 80% | 4x
|
|
1114
|
-
* Death Spiral | Retention (3+ deaths)| 100% | 30% | 0.3x
|
|
1115
|
-
* Lucky Charm | LTV | $15 | $75 | 5x
|
|
1116
|
-
* Strategic Explorer | Dungeon completion | 45% | 85% | ~1.9x
|
|
1117
|
-
* Legendary Weapon | Combat win rate | 60% | 90% | 1.5x
|
|
1118
|
-
* Premium Tier | Combat win rate | 60% | 90% | 1.5x
|
|
1119
|
-
* Elite Tier | Combat win rate | 60% | 102% | 1.7x
|
|
1120
|
-
*
|
|
1121
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1122
|
-
* ๐ฎ HOW TO RUN THIS DUNGEON
|
|
1123
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1124
|
-
*
|
|
1125
|
-
* From the dm4 root directory:
|
|
1126
|
-
*
|
|
1127
|
-
* npm start
|
|
1128
|
-
*
|
|
1129
|
-
* Or programmatically:
|
|
1130
|
-
*
|
|
1131
|
-
* import generate from './index.js';
|
|
1132
|
-
* import config from './dungeons/harness-gaming.js';
|
|
1133
|
-
* const results = await generate(config);
|
|
1134
|
-
*
|
|
1135
|
-
* OUTPUT FILES (with writeToDisk: false, format: "parquet", gzip: true):
|
|
1136
|
-
*
|
|
1137
|
-
* - needle-in-haystack__events.parquet.gz - All event data
|
|
1138
|
-
* - needle-in-haystack__user_profiles.parquet.gz - User profiles
|
|
1139
|
-
* - needle-in-haystack__group_profiles.parquet.gz - Guild profiles
|
|
1140
|
-
* - needle-in-haystack__item_id_lookup.parquet.gz - Item catalog
|
|
1141
|
-
* - needle-in-haystack__quest_id_lookup.parquet.gz - Quest catalog
|
|
1142
|
-
* - needle-in-haystack__dungeon_id_lookup.parquet.gz - Dungeon catalog
|
|
1143
|
-
*
|
|
1144
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1145
|
-
* ๐งช TESTING YOUR ANALYTICS PLATFORM
|
|
1146
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1147
|
-
*
|
|
1148
|
-
* This dungeon is perfect for testing:
|
|
1149
|
-
*
|
|
1150
|
-
* 1. Segmentation: Can you identify the Ancient Compass power users?
|
|
1151
|
-
* 2. Anomaly Detection: Can you detect the Cursed Week automatically?
|
|
1152
|
-
* 3. Retention Analysis: Can you discover the early guild joining pattern?
|
|
1153
|
-
* 4. Churn Prediction: Can you predict churn based on early death patterns?
|
|
1154
|
-
* 5. LTV Modeling: Can you identify high-LTV users early (Lucky Charm buyers)?
|
|
1155
|
-
* 6. Behavioral Analysis: Can you find the strategic explorer pattern?
|
|
1156
|
-
* 7. Feature Impact: Can you measure the Legendary Weapon release impact?
|
|
1157
|
-
* 8. Tier Analysis: Can you quantify subscription tier value differences?
|
|
1158
|
-
*
|
|
1159
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1160
|
-
* ๐ก WHY "NEEDLE IN A HAYSTACK"?
|
|
1161
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1162
|
-
*
|
|
1163
|
-
* Each hook is a "needle" - a meaningful, actionable insight hidden in a
|
|
1164
|
-
* "haystack" of 2.4M events. The challenge is:
|
|
1165
|
-
*
|
|
1166
|
-
* 1. FINDING the needles (discovery)
|
|
1167
|
-
* 2. VALIDATING they're real patterns (statistical significance)
|
|
1168
|
-
* 3. UNDERSTANDING why they matter (business impact)
|
|
1169
|
-
* 4. ACTING on them (product decisions)
|
|
1170
|
-
*
|
|
1171
|
-
* This mirrors real-world product analytics: your data contains valuable insights,
|
|
1172
|
-
* but you need the right tools and skills to find them.
|
|
1173
|
-
*
|
|
1174
|
-
* Happy Hunting! ๐ฏ
|
|
1175
|
-
*
|
|
1176
|
-
* โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
1177
|
-
*/
|