1. Executive Summary / 核心结论
会议主线 / Meeting Focus
发行方希望通过 soft launch 继续验证游戏,使用 50/50 rollout 和指标 uplift 来判断是否能走向 Positive ROAS.
关键风险 / Key Risk
当前游戏可能太容易、经济过松:玩家较晚才第一次失败,金币和 booster 累积,激励广告观看动力不足。
优先方向 / Priority Direction
P0 应先围绕难度、经济、广告节奏、IAP 校验和可配置化做测试;新活动和 UI/技术优化作为 P1/P2 跟进。
2. Meeting Context / 会议背景信息
| 分类 / Category | 中文整理 | English |
|---|---|---|
| Intro - How we work | 开放沟通;任何问题或请求都可以直接提出。强调数据驱动,充分测试后根据数据表现行动。快速迭代,并尽快推动全球上线。 | Open communication; raise any question or request directly. Data-driven workflow with extensive testing and decisions based on signals. Iterate quickly and launch globally as soon as possible. |
| Positive feedback | 发行方认可游戏有可爱的主角,以及比较原创的叙事方式;同时认为游戏内已有很多功能。 | The publisher positively called out the cute main character, original storytelling approach, and the large number of existing features. |
| Top priority | 最高优先级是验证 soft launch。新版本需要证明指标提升;重点做 50/50 rollout,理解 D1→D7 和 D1→D28 LTV 演进,最终目标是 Positive ROAS。 | The top priority is validating the game in soft launch. New versions should demonstrate metric uplift through 50/50 rollouts, with attention to D1→D7 and D1→D28 LTV evolution. Ultimate goal: Positive ROAS. |
| Metrics check | 白板把指标分为 Product metrics 和 User Acquisition / marketing metrics 两类。 | The board separates metric review into Product metrics and User Acquisition / marketing metrics. |
3. Metrics & Evidence / 指标与证据信息
3.1 Metric Conclusions / 指标结论便利贴
| 信息 | 中文含义 | English meaning | 影响 |
|---|---|---|---|
| Honeymoon phase | 当前数据可能仍处在早期蜜月期,需要持续观察。 | Current metrics may still be in the early honeymoon phase and need continued observation. | 不要只用早期好数据判断长期可行性。 |
| Good ROAS1 | ROAS1 被标记为表现不错。 | ROAS1 is marked as good. | 短期变现/买量表现有正向信号。 |
| LTV 7/1: 1.7 ok, 2.0+ good | LTV 7/1 比值 1.7 可接受,2.0 以上更理想。 | LTV 7/1 at 1.7 is acceptable; 2.0+ would be good. | 后续版本要推动 LTV 曲线继续变厚。 |
| Early CPI is good | 早期 CPI 表现良好。 | Early CPI is good. | 买量成本初步可控,但仍需与长期 LTV/ROAS 一起看。 |
3.2 Level Usage / 关卡使用
白板中 Level Usage 的可见过滤条件为:O! Hole! / Android / US / Google Play,日期为 May 05, 2026 - Jun 10, 2026。关卡推进很快,活跃到第 7-10 天的玩家会消耗大量关卡内容。
| 可见指标 | 中文解读 | English interpretation |
|---|---|---|
| Active day 1: Q50 around 18, Q90 around 41 | D1 中位玩家已经推进到约 18 关,高分位玩家约 41 关。 | On active day 1, median players are around level 18 and Q90 players around level 41. |
| Active day 7: Q50 around 101, Q90 around 233 | D7 留下来的玩家中位数已超过 100 关,高分位超过 200 关。 | By active day 7, retained players reach around level 101 at median and over 200 at Q90. |
| Active day 10: Q50 around 161, Q90 around 300 | D10 玩家关卡消耗继续快速上升,需要更大的关卡池或自动生成方案。 | By active day 10, content consumption keeps rising quickly, requiring a larger level pool or generation approach. |
| Board notes: "play a lot of levels", "auto-generate up to 2000" | 发行方明确关注关卡量,建议或讨论自动生成到 2000 关。 | The publisher explicitly noted high level consumption and discussed auto-generating up to 2000 levels. |
4. Competitive / Economy Signals 竞品与经济信号
| 对象 / Object | 中文整理 | English | 对应建议 |
|---|---|---|---|
| All in Hole | 白板写到:lose more、less gold、fewer boosters;旁边还有 "100 levels in each" 的内容量提示。 | Board notes: lose more, less gold, fewer boosters; also a note about "100 levels in each". | 对照 O! Hole,应提高失败率、减少金币和 booster 发放。 |
| O! Hole! | 白板写到:a lot gold、a lot of boosters、lost 1st time about level 75。 | Board notes: a lot of gold, a lot of boosters, first loss around level 75. | 说明当前难度偏低、经济偏松。 |
| Rewarded ads | 蓝色便利贴写到:The levels are easy. Players are not watching rewarded ads。 | Blue note: The levels are easy. Players are not watching rewarded ads. | 难度提升和资源收紧会增加激励广告需求。 |
| Economy | 经济图旁边写到:Players accumulate coins。 | Economy chart note: Players accumulate coins. | 支持减少奖励、增加消耗或强化失败后的资源需求。 |
5. Release / Config / IAP 发布、配置与支付相关信息
| 白板信息 | 中文解读 | English interpretation |
|---|---|---|
| New Client / New Server / Old Client / Old Server | 会议中在讨论新旧客户端和新旧服务端组合,Old Client + Old Server 被圈出。 | The meeting discussed new/old client and server combinations, with Old Client + Old Server circled. |
| Old version → New version changes off → Enable the changes as a config | 建议关键变更先通过配置开关控制,而不是直接永久开启,方便测试、回滚和 50/50 rollout。 | Key changes should be controlled through config switches rather than permanently enabled, supporting testing, rollback, and 50/50 rollouts. |
| Please map IAP classes | 需要映射 IAP 商品/类别;这与服务端 IAP 校验和商品配置一致性相关。 | IAP classes need to be mapped, tied to server-side validation and product configuration consistency. |
6. Recommendations with Priority / 按 Miro 分类和优先级整理的建议
Priority assignment: P0 = directly tied to soft-launch validation and core metrics; P1 = important feature/content test; P2 = smaller implementation improvement. Miro's original categories are preserved.
| Priority | Miro category | 中文建议 | English recommendation | 依据 / Evidence |
|---|---|---|---|---|
| P0 | Main Recommendations | 增加难关密度:每 10 关加入 2-3 个 hard levels,目标是让玩家尝试 3-5 次才能通过。 | Add 2-3 hard levels per 10 levels, tuned so players need 3-5 attempts to pass. | O! Hole 当前约 75 关才第一次失败;All in Hole 方向是 lose more。 |
| P0 | Main Recommendations | 减少 booster 和金币奖励数量,收紧经济。 | Reduce booster and coin rewards to tighten the economy. | O! Hole 被标注 a lot gold / a lot of boosters;玩家会累积金币。 |
| P0 | Main Recommendations | 测试 lives 或 unlimited energy 机制。 | Test a lives system or unlimited energy model. | 属于核心留存/变现节奏测试,应进入 soft launch 验证。 |
| P0 | Main Recommendations | 每关结束后展示插屏广告。 | Show interstitial ads after every level. | 和广告变现、No Ads offer 触发逻辑直接相关。 |
| P0 | Main Recommendations / Small Improvements | 加入或完善 IAP 服务端校验,并同步完成 IAP classes 映射。 | Add or improve server-side IAP validation and map IAP classes. | 主建议和小优化都出现 IAP server validation;白板另有 "Please map IAP classes"。 |
| P1 | Main Recommendations - possible new features | 增加 Lava Quest 类活动:10 关连续挑战/连胜活动,参考 Royal Match。 | Add a Lava Quest-like 10-level streak event, similar to Royal Match. | 白板列为 possible new features,并配有竞品截图。 |
| P1 | Main Recommendations - possible new features | 增加 Clan/Guild 点数型 PvP 活动。合作型 clan event 被划掉,像是已在游戏里,不作为新增重点。 | Add a points-based PvP Clan/Guild event. The cooperative clan event was crossed out, likely because it already exists. | 主建议中明确写到 Clans. Points-based PvP event。 |
| P1 | Difficulty / Economy support notes | 让炸弹更难躲避、缩小可收集物、增加找物/搜索目标。 | Make bombs harder to avoid, make collectibles smaller, and add more object-searching goals. | 主建议旁的便利贴用于支撑 harder levels。 |
| P2 | Small Improvements | 优化 No Ads offer 展示逻辑:第一次插屏广告后展示,之后每 3-5 次插屏后重复展示。 | Improve No Ads offer timing: show it after the first interstitial, then repeat every 3-5 interstitials. | 小优化区明确写了 recommended logic。 |
| P2 | Small Improvements | 在 UI 中展示功能解锁等级。 | Display feature unlock levels in the UI. | 小优化区明确列出。 |
| P2 | Small Improvements | 优化技术体验:FPS、卡顿和加载时间。 | Improve technical performance: FPS, lag, and loading times. | 小优化区明确列出。 |
| P2 | Small Improvements | 给 Guilds / Clans 增加自动加入按钮。 | Add an auto-join button for Guilds / Clans. | 小优化区和右侧截图批注都出现。 |
7. Questions / 待确认问题
| 中文问题 | English question | 为什么重要 / Why it matters |
|---|---|---|
| 游戏目前有多少个独立关卡? | How many unique levels does the game have? | 决定是否必须快速扩充关卡池或自动生成。 |
| 关卡是否复用或自动缩放? | Are levels recycled or auto-scaled? | 影响内容消耗、难度曲线和玩家长期体验。 |
| 是否有动态难度机制,例如基于玩家表现调整? | Is there dynamic difficulty based on player performance? | 决定 harder levels 是否通过静态关卡、参数配置或动态系统实现。 |
| 后续改进计划是什么:新功能、新内容、平衡性测试? | What are the plans for improvement: new features, new content, and balancing tests? | 需要把 P0/P1/P2 事项拆进版本计划。 |
| 下次会议:June 24,德国时间 11:45 / 北京时间 17:45?之后每两周一次。 | Next meeting: June 24, 11:45 Germany time / 5:45 pm Beijing time? Then every 2 weeks. | 用于安排版本改动和验证节点。 |
8. Suggested Action Plan / 建议执行顺序
| 阶段 | 中文 | English |
|---|---|---|
| P0 先做可配置测试 | 把难度、金币/booster 奖励、插屏频率、No Ads 触发、lives/energy 设计成可配置项,支持 50/50 rollout。 | Make difficulty, coin/booster rewards, interstitial cadence, No Ads timing, and lives/energy configurable for 50/50 rollout. |
| P0 支付与数据安全 | 完成 IAP server validation 和 IAP classes mapping,避免变现数据和商品配置不一致。 | Complete IAP server validation and IAP class mapping to avoid monetization and product configuration mismatch. |
| P1 内容与活动 | 确认关卡总量和生成策略;同时评估 Lava Quest、Clan PvP 作为下一批内容/活动实验。 | Confirm level volume and generation strategy; evaluate Lava Quest and Clan PvP as the next feature/content experiments. |
| P2 体验补齐 | 补功能解锁提示、Clan 自动加入、FPS/卡顿/加载优化。 | Add feature unlock visibility, Clan auto-join, and FPS/lag/loading improvements. |
9. Screenshot Appendix / 截图附录