mobile-game
The lifecycle of a mobile game: onboarding, a day-two nudge, a hint when a player is stuck, a purchase receipt, care for spenders, and a winback.
Journeys
Section titled “Journeys”| Journey | What it does |
|---|---|
day-two-return |
Invites a new player back for a second session. |
first-purchase |
Confirms a player’s first in-app purchase reached their account. |
lapsed-player |
Invites a player back who has not opened the game in a month. |
onboarding |
Nudges a new player who stopped partway through the tutorial. |
spender-care |
Thanks a player who has spent past the threshold, with a perk. |
stuck |
Sends a hint to a player who keeps failing the same run. |
Events it needs
Section titled “Events it needs”These are names your own app sends through track, not names Cowliss defines. Rename them in the copied files to whatever your app already sends.
| Event | Named by |
|---|---|
level.completed |
stuck |
level.failed |
stuck |
purchase.completed |
paying-players |
session.started |
active-players, day-two-return, lapsed-player, lapsed-players, new-players |
tutorial.completed |
day-two-return, new-players, onboarding |
Segments
Section titled “Segments”| Segment | Who is in it |
|---|---|
active-players |
Played at least three times in the last week. |
lapsed-players |
Played at some point, and nothing in the last 30 days. |
new-players |
Played in the last week and has not finished the tutorial. |
paying-players |
Has made at least one in-app purchase. |
Copy it
Section titled “Copy it”cow init --blueprint mobile-gameEvery file above lands in your repo, yours to edit. In a repo that already has a cow.json, add it with cow add blueprint mobile-game instead.