Unity aso growth
Skill tea-x-random/unity-game-skills/skills/unity-aso-growth
Claude Agent Skills for building casual iOS games in Unity 6 — orchestration, MCP Editor control, generative 2D/3D/audio assets, graphics, UI, monetization, QA & release.
npx -y skills add tea-x-random/unity-game-skills --skill unity-aso-growthAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
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.
SKILL.md
11.0 KB, as published. Nobody here has run it
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.