Unity aso growth
Skill tea-x-random/unity-game-skills/skills/unity-aso-growth
Improve discovery and installs for a Unity iOS game. Use for App Store Optimization, app icons, title/subtitle/keywords, descriptions, screenshots, app-preview video, product pages, Product Page Optimization/A-B tests, conversion rate, user acquisition, growth creatives, soft-launch tests, ATT attribution, SKAdNetwork/AdAttributionKit conversion values, ratings/reviews with SKStoreReviewController, localization, or Apple featuring readiness. Pair with unity-analytics-liveops for retention and attribution, unity-monetization for ATT/SKAN, unity-qa-release for submission, unity-localization for listings, and unity-aaa-graphics for store creative quality.From its SKILL.md
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SKILL.md
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Unity ASO & growth
A casual iOS game succeeds or fails on discovery and conversion as much as on gameplay. Most discovery comes through the App Store listing itself — icon, title, screenshots, and preview video — and through whatever paid user acquisition (UA) you run. This skill covers how to make a Unity casual game findable and installable: ASO, store-listing creatives, store-side A/B testing, UA basics, iOS attribution under ATT, ratings, localization, and featuring readiness.
Don't pour acquisition spend into a leaky funnel. Retention is set before acquisition. Validate D1/D7 retention and ARPDAU in a soft launch first (see
unity-analytics-liveops); only then scale UA. Buying installs for a game that doesn't retain just burns money faster.
Doctrine
- Retention before acquisition. A leaky funnel makes every install more expensive. Clear your retention/ARPDAU bar in soft launch before spending to scale. UA amplifies whatever the game already does — good or bad.
- Discovery is mostly the listing. Before any ad spend, the highest-leverage marketing asset is the store page. Icon + first screenshots + preview video decide whether a browsing user taps "Get."
- Readability at thumbnail scale is the bar. Players see the icon at a tiny size in search results and the first screenshots in a scrolling gallery. If it isn't legible and compelling at that scale, it doesn't work — polish at full size is irrelevant.
- Match the ad to the game. Misleading creatives buy installs that churn on day one and tank retention (and your store rating). Creatives should sell the actual experience.
- Test one variable at a time, to significance. Whether it's a store A/B test or an ad creative, change one thing and let it reach a real sample before you decide.
- Measure within iOS privacy reality. Post-ATT, install attribution runs through SKAdNetwork / AdAttributionKit, not IDFA. Set conversion values to capture early-funnel signal and hand measurement to your attribution SDK +
unity-analytics-liveops.
App Store listing (ASO)
The store product page is the conversion surface. Optimize each element for both discovery (keywords, ranking) and conversion (the tap-to-install decision).
- App icon. The single most important creative. Must be legible at thumbnail size, instantly readable, and on-brand — one strong focal shape, high contrast, minimal text. It appears in search, on the home screen, and as your de-facto logo everywhere. Get the visual quality right with
unity-aaa-graphics/unity-asset-designer; the icon should be on-model with the game's art. - Title + subtitle. Both are indexed for keywords and read by humans. Lead with the real app name, then work in the highest-value keywords without becoming word salad — readable beats stuffed. The subtitle is prime keyword + value-proposition real estate.
- Keyword field. The hidden 100-character keyword field (separate from title/subtitle). Use commas, no spaces, no repeats of words already in title/subtitle, singular/relevant terms, no competitor brand names. Every wasted character is lost discovery.
- Screenshots. Lead with the value/benefit, not a raw gameplay dump. The first 2–3 screenshots matter most — many users never scroll past them, and they show in search results. Caption each with a short benefit-driven line ("Match. Blast. Relax."), use a consistent visual template, and make them readable at gallery scale.
- App preview video. Casual conversion is video-first. Show the core loop and the satisfying moment in the first few seconds (it can autoplay muted, so it must read without sound). Keep it the real game, not a cinematic.
- Description. Lead with the hook in the first lines (the rest is behind "more"). Reinforce the value proposition; it's lightly weighted for ASO but matters for the users who read it.
Product Page Optimization (store-side A/B)
Use Apple's native Product Page Optimization (in App Store Connect) to A/B test icon, screenshots, and app-preview video against the live page with real App Store traffic — no SDK, attribution baked in.
- Test one variable at a time. Treatment A swaps the icon; treatment B swaps the first screenshots — don't change both in one cell or you can't attribute the lift.
- Let it reach significance. Don't call a winner on a day of noisy data; let the test accumulate a real sample before promoting.
- Custom Product Pages (a complementary feature) let you tailor the page to specific ad campaigns/audiences — pair the creative a user clicked with a matching landing page to lift install rate.
Creatives & user acquisition
- Concept must match the game. The creative that converts and retains shows the actual mechanic. Fake-gameplay / decoy ads spike installs and crater D1 — net negative once you measure retained users, not raw installs.
- Video-first for casual. Short, hook-in-the-first-seconds video out-converts static for most casual games. Produce several concepts; the winner is rarely the one you predicted.
- Iterate creatives continuously. Creatives fatigue. Always have new concepts in rotation; kill losers fast, scale winners.
- Soft-launch the UA before scaling. Run a small paid test (limited budget/geo) to read install-rate, cost signal, and early retention of acquired users before committing real spend. Scale only what the data supports.
Measurement under ATT (iOS)
Post-App Tracking Transparency, you generally cannot rely on IDFA-level attribution. Install measurement runs through Apple's privacy-preserving frameworks:
- SKAdNetwork / AdAttributionKit are the attribution layer. Your ad networks and attribution SDK (AppsFlyer/Adjust/Singular/Tenjin) handle the postbacks.
- Set conversion values to encode early-funnel signal — e.g. tutorial complete, level N reached, first purchase — so you can compare campaign quality, not just install counts.
- Hand the wiring to
unity-analytics-liveops(conversion-value mapping, privacy manifest, ATT prompt timing) andunity-monetization(ATT / SKAdNetworkItems in the build). Keep growth decisions principle-level here.
Treat published eCPMs, ROAS curves, and ATT opt-in percentages as perishable and report-scoped — they move every quarter and several widely cited figures have been refuted. Measure your own game; don't hardcode someone's number into a plan.
Ratings & reviews
High ratings directly lift store conversion (and ranking) — they're part of ASO, not separate from it.
- Prompt at a positive moment via Apple's
SKStoreReviewController(e.g. just after a level win or a satisfying streak), never mid-failure or mid-friction. - Apple rate-limits the native prompt (a few times per year per user) and may suppress it — so spend the prompt wisely; don't trigger it on first launch.
- Never beg or gate. Don't block gameplay behind a rating, bribe for 5 stars, or nag. Use the system prompt as Apple intends; it keeps the user in-app.
- Respond to the funnel: if ratings are low, the problem is upstream (the game or a misleading creative) — fix that, don't out-prompt it.
ASO localization
The listing is one of the highest-ROI things to localize — a localized icon caption, title, keywords, screenshots, and description meaningfully lift discovery and conversion in non-English markets.
- Localize the keyword field per locale, not just translate it — search terms differ by language and region.
- Localize screenshot captions and the preview for major markets you actually target.
- Coordinate with
unity-localizationso in-app language and the store listing stay consistent (a player who installs from a localized page expects a localized game).
Featuring readiness
Editorial featuring by Apple is high-leverage and free, but not buyable — you make the game featurable:
- Polish and stability. Apple features games that feel finished: no crashes, smooth performance, no rough edges (lean on
unity-qa-release). - Follow the Human Interface Guidelines. Native-feeling UI, correct safe-area handling, proper iOS conventions read as quality to editors.
- Adopt new OS features early. Using the latest iOS capabilities, devices, or APIs is a known signal that improves featuring odds — Apple likes to showcase what's new.
- A strong, distinctive icon and art. The same icon that converts also catches an editor's eye.
- Have a clean, complete, localized listing ready before launch — and you can pitch Apple via the App Store editorial nomination form ahead of release.
Where this sits
unity-analytics-liveopsowns the retention/ARPDAU gate (validate before UA) and the SKAdNetwork/AdAttributionKit conversion-value plumbing this skill depends on.unity-monetizationowns ATT (NSUserTrackingUsageDescription) and SKAdNetwork (SKAdNetworkItems) in the iOS build.unity-qa-releaseowns App Store submission, metadata fields, age rating, and screenshot sizes — this skill decides what those creatives say.unity-localizationlocalizes the in-app experience the localized listing promises.unity-aaa-graphics/unity-asset-designerproduce the icon and screenshot art at the visual quality this discipline requires.
Field notes & lessons
- Retention before spend. The most expensive growth mistake is scaling UA on a game that doesn't retain — soft-launch the retention numbers first; the cheapest growth is a funnel that doesn't leak.
- The icon and first two screenshots do most of the work. If you optimize one thing, optimize what a user sees before they scroll or tap — at thumbnail scale.
- Misleading creatives are a trap. They win the install report and lose the retention report; measure retained users, not raw installs.
- Test one variable, reach significance. Both for Product Page Optimization and ad creatives — a winner called on a day of noise is a coin flip.
- Don't quote perishable market numbers. eCPMs, ROAS, and ATT opt-in rates churn and have been widely overstated; keep plans principle-level and measure your own game.
- Spend the review prompt wisely. Apple rate-limits it — fire it at a genuine high point, never on first launch or during friction.
- Localize the listing, not just the app. A localized keyword field and screenshots open whole markets cheaply; consistency with
unity-localizationkeeps the promise.
What ships with it: 2 files
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- openai.yaml192 B