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UA & Marketing Strategy

Skill ID: ivx-ua-marketing-strategy


name: ivx-ua-marketing-strategy description: >- End-to-end UA economics, ASO, geo-targeting, and marketing strategy generation for IntelliVerseX SDK games. Produces a complete, data-driven marketing plan covering feature-to-cohort mapping, advanced ASO with competitor keyword gap analysis, ROAS-ranked country priority lists, payback period models (7/14/30 day), ad creative briefs, and Content-Factory pipeline integration for automated report generation. Use when the user says "marketing strategy", "ASO optimization", "user acquisition", "UA economics", "geo targeting", "ROAS analysis", "payback period", "CPI analysis", "ad spend plan", "country targeting", "keyword strategy", "store optimization", "app store listing", "competitor analysis", "ad creative brief", "marketing audit", "growth strategy", "CAC analysis", "LTV model", "retention monetization", or needs help with any UA, ASO, or marketing planning workflow. version: "1.0.0" author: "IntelliVerse-X team@intelli-verse-x.ai" allowed-tools: - Read - Write - Edit - Glob - Grep - Shell - WebSearch


Overview

This skill generates a complete, data-driven User Acquisition and Marketing Strategy for any game built with the IntelliVerseX SDK. It produces an actionable plan covering every layer of the marketing funnel — from store listing optimization through paid acquisition to payback economics — all grounded in the game's actual features, economy, supported languages, and competitive landscape.

Game Data (GDD, Features, Economy, Languages)
┌── Analysis Pipeline ────────────────────────────────────────────────┐
│                                                                      │
│  1. Feature Inventory ──────────► Feature-to-Cohort Mapping          │
│  2. Language Inventory ─────────► ROAS-Ranked Country Matrix         │
│  3. Economy Data ───────────────► Sink/Source Ratio + LTV Model      │
│  4. Competitor Research ────────► Keyword Gap Analysis                │
│  5. Platform Benchmarks ────────► CPI × Retention → Payback Model    │
│                                                                      │
└────────────────────────────┬─────────────────────────────────────────┘
        ┌────────────────────┼──────────────────────┐
        ▼                    ▼                      ▼
  ASO Playbook      UA Economics Plan       Ad Creative Briefs
  (per locale)      (per country tier)      (per cohort × platform)
        │                    │                      │
        └────────────────────┼──────────────────────┘
                    Unified Marketing Plan
                    (.md + .json + .pdf + .docx)

Content-Factory Pipeline Integration

This skill maps directly to the game_marketing_audit pipeline in Content-Factory.

Trigger via CLI

python -m pipelines.runner run \
  --config configs/pipelines/game_marketing_audit.yaml \
  --args '{
    "game_name": "Quiz-Verse",
    "game_genre": "trivia",
    "platforms": ["Android", "iOS", "WebGL"],
    "languages": ["en","es","pt","hi","ar","de","fr","ja","id","ko","ru","zh"],
    "features_file": "path/to/QUIZVERSE_COMPLETE_FEATURES_LIST.md",
    "economy_file": "path/to/COIN_ECONOMY_SYSTEM.md",
    "gdd_file": "path/to/GDD.md",
    "competitors": ["Trivia Crack", "Quizlet", "Lumosity", "QuizUp"]
  }'

Trigger via REST

curl -X POST http://localhost:8001/pipelines/game_marketing_audit \
  -H "Content-Type: application/json" \
  -d '{
    "brand_id": "intelliversex",
    "game_id": "quiz-verse",
    "competitors": ["Trivia Crack", "Quizlet", "Lumosity"],
    "research_competitors": true
  }'

Output Structure

.working_dir/game_marketing_audit/
├── marketing_audit.json          # Structured data (Pydantic model)
├── marketing_audit.md            # Human-readable report
├── exports/
│   ├── UA_Economics_and_Geo_Targeting.pdf
│   └── UA_Economics_and_Geo_Targeting.docx
└── assets/
    └── payback_chart.png         # Visual payback period chart

Workflow: Step-by-Step

Step 1: Gather Game Data

Before running the analysis, collect these inputs:

Input Source Required?
Feature list Game's QUIZVERSE_COMPLETE_FEATURES_LIST.md or equivalent Yes
Economy data COIN_ECONOMY_SYSTEM.md or Hiro Economy config Yes (for LTV model)
GDD GDD.md or game design document Recommended
Supported languages Game's localization config Yes (drives country ranking)
Platforms Android, iOS, WebGL, Steam, etc. Yes
Competitor list Top 3-5 competitors in the same genre Recommended

Step 2: Feature-to-Cohort Mapping

Map every game feature to the audience cohort it attracts most.

Framework: Etermax Cohort Segmentation

Cohort Age Motivation Feature Match Pattern
Competitive Socializers 18-35 Beat friends, social status, bragging PvP, multiplayer, leaderboards, team battles, staking
Brain Trainers 40+ Mental acuity, daily habit, learning Daily challenge, streaks, categories, mastery
Students / Learners 13-24 Study aid, academic review, UGC Content generation, flashcards, doc upload, voice input
Party / Family 10-60 (groups) Social fun, family time, group entertainment Same-device multiplayer, AI host, casual modes

For each feature, determine: 1. Which cohort it primarily serves 2. Which ad platform that cohort trusts for downloads 3. Which language/region the feature resonates most with 4. What ad creative angle works best

Step 3: Advanced ASO Analysis

3.1 Keyword Categories

For each supported language, produce three keyword tiers:

Tier Definition Example (Trivia Game)
Must-Win High volume, high competition. Must rank top 10. "trivia game", "quiz app", "brain training"
Blue Ocean Medium volume, zero/low competition. Unique to your game. "ai quiz maker", "quiz from pdf", "5v5 trivia"
Long Tail Low volume per keyword, but many of them. Organic accumulators. "quiz with friends online", "daily brain quiz for adults"

3.2 Competitor Gap Analysis

For each competitor, identify:

Dimension Analysis
Keywords they dominate Which keywords they rank #1-3 for
Keywords they're weak on Where they rank >10 or not at all
Features we beat them on Where our game is objectively better
Features they beat us on Where we need to catch up or differentiate
Their ASO metadata Title, subtitle, keywords, description structure

3.3 iOS Metadata Optimization

TITLE (30 chars max):
  [Game Name]: [Primary KW] & [Secondary KW]
  Every character counts. Do NOT waste on generic words.

SUBTITLE (30 chars max):
  [Tertiary KW] & [Quaternary KW]
  Do NOT repeat any word from the title — Apple indexes both.

KEYWORDS FIELD (100 chars max):
  Comma-separated, no spaces after commas.
  Do NOT repeat words from title or subtitle.
  Do NOT use plurals if singular is in title (Apple matches both).
  Pack with blue ocean and long-tail keywords.

FULL DESCRIPTION (4000 chars):
  First 252 chars appear before "more" tap — front-load keywords.
  2-3% keyword density for primary terms.
  Use bullet points for features (improves readability AND indexing).
  End with FAQ-style content for long-tail keyword capture.

3.4 Google Play Metadata Optimization

TITLE (50 chars max):
  More space than iOS. Use ALL of it. Every word is indexed.

SHORT DESCRIPTION (80 chars max):
  Google indexes this heavily. Front-load primary keywords.
  Include a number ("30 quiz modes") — numbers increase CTR.
  End with "Free!" if applicable — converts 10-15% better.

FULL DESCRIPTION (4000 chars):
  Google uses NLP to extract keywords — natural language works.
  Mention every game mode by name (each is a potential keyword).
  List all supported languages (increases discoverability).
  Include competitor-relevant terms naturally.
  Use line breaks and bullet points for scannability.

Step 4: UA Unit Economics Model

The payback model is the core economic framework:

CPI → Install → Retention Decay → ARPDAU × Retained Days = Cumulative Revenue
                                                         Compare to CPI
                                                    ┌───────────────┼───────────────┐
                                                    ▼               ▼               ▼
                                              7-Day Payback   14-Day Payback  30-Day Payback

4.1 Retention Decay Model

Use the standard exponential decay:

Retention(d) = D1_retention × e^(-λ × (d-1))

Where:
  D1_retention = Day-1 retention (typically 35-45% for casual/trivia)
  λ = decay constant (calibrate from D7 and D30 data)

Example (Quiz-Verse post-fix):
  D1 = 40%, D7 = 18%, D30 = 8%
  λ ≈ 0.115

4.2 Cumulative Revenue per Install

LTV(d) = Σ(i=0 to d) [Retention(i) × ARPDAU]

Example:
  ARPDAU = $0.15, D1 = 40%
  LTV(7) = $0.48
  LTV(14) = $0.63
  LTV(30) = $0.88
  LTV(90) = $1.32
  LTV(365) = $1.80

4.3 Payback Period Calculation

Payback Day = first d where LTV(d) ≥ CPI

If CPI = $0.30 → Payback ≈ Day 3 (Tier 1 country, scale aggressively)
If CPI = $0.80 → Payback ≈ Day 25 (Tier 2, steady growth)
If CPI = $2.00 → Payback ≈ Day 90+ (Tier 3, targeted only)

Step 5: ROAS-Ranked Country Matrix

Rank every targetable country by expected ROAS:

Ranking Formula:

ROAS_Score = (ARPDAU_country / CPI_country) × Language_Match_Multiplier × Market_Size_Factor

Where:
  Language_Match_Multiplier:
    1.5 if game has native localization for that country's language
    1.0 if English works (English-speaking or bilingual country)
    0.5 if no language match (add the language or skip)

  Market_Size_Factor:
    log10(daily_available_volume) / 5  (normalizes to 0-1)

Country Tiers:

Tier Payback Window Strategy Budget Allocation
Tier 1 (7-day payback) CPI < $0.50 Scale aggressively. Cash-flow positive from week 1. 50% of budget
Tier 2 (14-day payback) CPI \(0.50-\)1.20 Steady growth. Higher LTV offsets longer payback. 30% of budget
Tier 3 (30+ day payback) CPI > $1.20 Targeted only. Subscription push, retargeting, Apple Search Ads. 20% of budget

Step 6: Ad Creative Briefs

For each cohort × platform × language combination:

Field Description
Cohort Which audience segment
Platform Meta, Google, TikTok, YouTube, Apple Search, etc.
Format UGC Reel, Static, Carousel, Playable, Search Text, Pre-roll
Language Creative language + cultural adaptation notes
Concept 1-2 sentence creative concept
Copy Headline / ad text
CTA Call to action button text
Hook First 3 seconds (for video) or hero image (for static)
Est. CTR Expected click-through rate based on format + platform
Refresh Cadence How often to replace (14-28 days typically)

Step 7: Generate Output Documents

The pipeline produces:

  1. Structured JSON (marketing_audit.json) — Machine-readable, importable to dashboards
  2. Markdown Report (marketing_audit.md) — Human-readable, versioned in git
  3. PDF (optional) — Shareable with stakeholders
  4. DOCX (optional) — Editable by marketing team

Document Sections (Output Schema)

The generated marketing plan contains these sections:

Section 1: Feature → Audience → Localization → Platform Pipeline

  • Complete mapping of every game feature to its target audience
  • Per-feature: languages that resonate, trusted download platform, content stickiness score

Section 2: Advanced ASO

  • Current ASO score assessment (0-100)
  • Competitor keyword gap analysis (must-win, blue ocean, long-tail)
  • Optimized metadata per platform (iOS title/subtitle/keywords, Google Play title/short desc/full desc)
  • Full keyword strategy per supported language with search volumes
  • Competitor feature gap heatmap
  • ASO execution playbook (phased, week-by-week)

Section 3: UA Unit Economics

  • CPI by platform and cohort
  • Retention → revenue accumulation model (D0 through D365)
  • Payback period by CPI tier (7/14/30 day)
  • CAC per paying user across platforms

Section 4: ROAS-Ranked Country Priority List

  • Every targetable country ranked by expected ROAS
  • Columns: language match, primary audience, CPI, ARPDAU, D7/D30 ROAS, LTV, rationale
  • Tier classification (7-day / 14-day / 30+ day payback)
  • Budget allocation by tier

Section 5: Ad Creative Briefs

  • Per-tier creative strategy (volume, value, LTV optimized)
  • Creative concepts per cohort × platform × language
  • Refresh cadence and production budget

Section 6: Revenue Model

  • ARPDAU variance by market tier (eCPM, IAP conversion, blended)
  • Blended portfolio ARPDAU under different country mix scenarios
  • Monthly revenue projections at various DAU levels

Section 7: Execution Roadmap

  • Phase 1-4 timeline (Foundation, Expansion, Scale, Optimize)
  • Weekly budget ramp
  • KPI targets per phase
  • Decision framework (scale/hold/kill thresholds)

Section 8: Seasonal Calendar

  • Monthly ad spend multipliers
  • Event-driven campaigns (holidays, exam seasons, cultural events)
  • Cohort-specific seasonal hooks

Integration with Other IVX Skills

Skill Integration Point
ivx-economy-simulator Economy health feeds into LTV model and payback calculations
ivx-store-launcher ASO metadata and screenshots deploy via Store Launcher
ivx-landing-page Landing page generation uses cohort definitions and creative angles
ivx-analytics-pipeline Post-launch: actual D1/D7/D30 data replaces projections
ivx-live-ops Satori experiments/flags enable A/B testing recommended by this plan
ivx-localization Store listing localization uses the keyword strategy per language
ivx-monetization Economy data and IAP catalog feed into revenue projections
ivx-game-design-studio GDD provides feature inventory for cohort mapping

Hiro/Satori Integration

The marketing plan recommends specific backend configurations:

Satori Experiments (A/B Testing)

Experiment What It Tests Required For
onboarding_variant Which onboarding flow converts better D1 retention optimization
coin_price_test IAP pricing sensitivity Revenue optimization
ad_frequency_test Optimal rewarded ad frequency per session ARPDAU optimization
screenshot_test Which cohort screenshot set converts better ASO optimization

Satori Feature Flags

Flag Purpose
ua_campaign_active Enable/disable acquisition-specific features
subscription_push Enable aggressive subscription prompts for Tier 3 markets
exam_season_mode Activate seasonal student-focused content
holiday_event Activate seasonal family/party content

Satori Audiences

Audience Definition Marketing Use
organic_user Installed without ad attribution Baseline retention benchmark
paid_tier1 Acquired from Tier 1 countries Monitor D7 ROAS
paid_tier3 Acquired from Tier 3 countries Push subscription offers
churning_d3 No session in 72h Retargeting audience for Meta/Google

Checklist

  • Game feature list collected (all modes, mechanics, differentiators)
  • Economy data gathered (source/sink analysis, ARPDAU)
  • Supported languages confirmed (each language unlocks countries)
  • Competitor list defined (3-5 direct competitors)
  • Content-Factory game_marketing_audit pipeline configured
  • Pipeline executed and JSON/Markdown outputs reviewed
  • ASO metadata deployed to App Store Connect and Google Play Console
  • Localized store listings deployed for all supported languages
  • App Preview Video recorded and uploaded
  • In-app review prompt implemented
  • Screenshots created (8 per platform, cohort-specific sets)
  • Google Play Custom Store Listings created (1 per cohort)
  • Satori experiments created for onboarding and pricing tests
  • Feature flags created for seasonal/campaign toggles
  • Tier 1 campaigns launched (7-day payback countries)
  • D1/D7 retention monitored; kill/scale decisions applied
  • Creative refresh scheduled (every 14-21 days)
  • PDF/DOCX reports generated for stakeholder sharing