Portfolio Company Product-Marketing Analysis Playbook
Start with the product state machine, not the telemetry. A systematic methodology for diagnosing product-marketing performance across F2P mobile game portfolios.
Critical Data Caveats (Read Before Any Analysis)
Before proceeding to any phase, internalize these constraints. They apply to every analysis in this playbook and are surfaced here — not buried in later sections — because ignoring them produces confidently wrong conclusions from the start.
iOS Attribution Is Fundamentally Broken Post-ATT
Apple's App Tracking Transparency framework means iOS creative-level attribution data is modeled, not observed. Never treat iOS creative-level data as ground truth. Use Android as the "clean lab" for creative performance analysis. For iOS, rely on Media Mix Modeling (MMM) or modeled attribution from your MMP — and always flag iOS-derived metrics as directional only.
Platform Fee Breakeven Determines Your Target
All ROAS targets are meaningless without knowing the company's fee tier. Check PROFILE.md for current revenue before interpreting any ROAS figure.
< $1M Annual Revenue
Platform Fee: 15% (Small Business Program)
Breakeven ROAS: 118%
> $1M Annual Revenue
Platform Fee: 30%
Breakeven ROAS: 143%
Hybrid Monetization Changes the Math
Many portfolio companies use both IAP and ad monetization (IAA). If a company has hybrid revenue, ROAS calculations must include ad revenue (eCPM × impressions) alongside IAP. A game with 0.8x IAP ROAS but strong ad revenue may actually be profitable. Always check the revenue model before declaring a cohort unprofitable.
Pre-Analysis Checklist (MANDATORY)
Complete every item before beginning Phase 1. If any item is RED, the analysis will produce misleading results — either pause until the condition clears or explicitly flag the limitation in all outputs.
| # | Check | How to Verify | GREEN | RED (Pause or Flag) |
|---|---|---|---|---|
| 1 | Cohort Maturity | Compare oldest cohort install date to today | Oldest cohort ≥ D90 | All cohorts < D60 — label "IMMATURE" |
| 2 | Promotional Pricing | Check avg transaction price vs steady-state | Within 20% of steady-state | Promo active — flag all CVR/LTV |
| 3 | Version Stability | Check app version distribution | >80% on same major version | Major version change mid-cohort — segment |
| 4 | Creative Mix Stability | Check top creative share WoW | Variance < 10pp | New creative >25% share — segment pre/post |
| 5 | iOS Attribution Quality | Check MMP method for iOS cohorts | SKAN/MMM documented | Raw iOS creative data as observed — switch to Android |
| 6 | Revenue Model | Check PROFILE.md | All streams in ROAS | Missing ad revenue for hybrid — recalculate |
| 7 | Platform Fee Tier | Check PROFILE.md revenue | Breakeven ROAS known | Unknown tier — cannot set targets |
| 8 | Geo Mix Documentation | Check spend by Tier 1/2/3 | Geo breakdown available | No geo data — cannot normalize ARPU |
1. Analytical Philosophy
Your time is the most expensive resource in the room. We do not perform analysis for the sake of reporting; we perform it to identify the 4% of levers that will drive 50% of the enterprise value. Four principles govern every analysis.
1.1 Product-State-Machine-First
If you start with a BigQuery table, you are at the mercy of an engineer's naming conventions. If you start with the Product State Machine, you define the ground truth.
The Journey Graph: Map every screen from ad click to paywall, purchase, or churn.
Visual Context: Use Figma exports and screen recordings. If you have not seen the "Subscribe" button's placement, you do not know why CVR is 3%.
Telemetry Linkage: Every node must map to a specific telemetry event. Unmapped nodes are analysis-breaking blind spots.
Why This Matters
The state machine reveals gaps that raw metrics never will — an unmapped "survey skip" branch, a hidden A/B test variant, or a branching path that sends 40% of users down a dead-end flow. Without the journey graph, metrics are orphans: numbers without parents, impossible to interpret correctly.
1.2 Power Law Thinking
F2P gaming is a business of outliers. Averages are lies.
Segment Before Aggregating: 4% of users often drive 50% of total revenue. 10% of ad creatives often drive 90% of profitable spend.
The Whale Hunt: Identify "Power Law Segments" by geo, creative hook, and in-app behavior before looking at the population mean.
Creative Concentration: If one creative drives >30% of all conversions, the account is one fatigue cycle away from a ROAS collapse. That is a fragility risk, not a success story.
1.3 Causal Humility
This is our most important cognitive guardrail. Correlation between engagement and conversion is almost always selection bias, not causation.
The users who play 10 levels on Day 0 did not pay because they played 10 levels. They played 10 levels because they were high-intent users already predisposed to pay.
Every engagement-conversion correlation must be tested against the selection bias hypothesis before any product recommendation is made.
1.4 MECE Decomposition
Before claiming "the new onboarding is better," eliminate all confounds. Decompose every metric change by:
1. Channel — Is the mix of Meta vs. Google different? 2. Geo — Did spend shift toward Tier 3? 3. Spend Level — Deeper into diminishing returns? 4. App Version — Comparing v1.2 to v1.1? 5. Creative — Did a misleading hook bring lower-intent users?
Only after all five dimensions are controlled can you attribute a change to the product.
Philosophy Summary
| Pillar | Core Principle | Diagnostic Question |
|---|---|---|
| Product-State-Machine-First | Map journey graph before reading metrics | "Can I draw the user's path from ad click to payment?" |
| Power Law Thinking | 4% drive 50% — find the 4% first | "Which segment is carrying the economics?" |
| Causal Humility | Correlation is selection bias until proven otherwise | "Would this change if we randomized assignment?" |
| MECE Decomposition | Slice by all confounds before product claims | "Have I controlled for channel, geo, spend, version, creative?" |
2. The Three Context Documents
Before any SQL is written or chart built, three documents must be generated. These are not optional pre-reads — they are the lens through which all data is interpreted.
Document A: Ad Creative Analysis
The ad IS the first product touchpoint. You cannot understand funnel conversion without knowing the "promise" that brought the user to the store.
How to Create: Pull creatives from Meta Ad Library → Pass through Gemini Vision API → Compile structured inventory.
| Field | Description | Example |
|---|---|---|
| Creative Name/ID | Internal tracking identifier | puzzle_rpg_boss_v3 |
| Type | Static, Video, UGC, Playable | Video |
| The Hook | First 3 seconds | "Loss aversion — player loses streak" |
| Headline | Primary text overlay | "Can You Beat Level 50?" |
| CTA | What the user is told to do | "Download Free" |
| Visual Description | Colors, characters, UI elements | Frustrated player montage, then satisfaction |
| Est. Impression Share | % of total budget | 35% |
If a "Low-Stress / Zen" ad creative leads to a 50% drop-off at a "High-Difficulty" tutorial, the problem is not the tutorial — it is the creative-to-product mismatch. Without Document A, you will misdiagnose every conversion problem that originates in the ad promise.
Document B: User Journey / Information Architecture (IA)
The "Ground Truth" of the product state — the complete mapping of every screen from install to monetization.
How to Create: Export screens from Figma → Gemini Vision analysis for headlines, CTAs, branching logic → Compile structured IA document.
| Field | Description | Example |
|---|---|---|
| Step # | Sequential order | 3 |
| Screen Name | Correlated to telemetry event | tutorial_hand |
| Headline/Body Copy | Exact text the user reads | "Master Bluffing Basics" |
| CTA Copy | Button text | "Practice Free" / "Skip to Pro" |
| Branching Logic | Conditions that route users | If survey = "Expert" → skip tutorial |
| A/B Variants Active | Live versions of this screen | Variant B: Gamified progress bar (20% traffic) |
Document C: Cohort Segmentation Schema
Performance varies dramatically by geography, language, and device. Without a segmentation schema, you will average away the signal.
Geo Tier Definitions
| Tier | Countries | CPI Range | ARPU Multiplier | Typical Use |
|---|---|---|---|---|
| Tier 1 | US, UK, CA, AU, DE, FR, JP, KR | $3-15+ | 1.0x (baseline) | Primary revenue geos |
| Tier 2 | BR, MX, PL, TH, TW, IT, ES | $0.50-3 | 0.3-0.5x | Volume + moderate monetization |
| Tier 3 | IN, ID, PH, VN, EG, NG | $0.05-0.50 | 0.05-0.15x | Volume only; rarely profitable on IAP |
Language/Culture Effects
| Factor | Impact | Action |
|---|---|---|
| Localized creatives | 20-40% CTR lift in non-English T1 (JP, KR, DE) | Segment creative performance by language |
| Cultural hooks | Humor, competition, social proof vary by region | "Challenge" hooks may underperform in JP |
| Localized ASO | 15-30% CVR lift for localized screenshots | Check before attributing low organic CVR to product |
Device-Tier Implications
| Device Tier | Typical Markets | Performance Impact |
|---|---|---|
| High-end | T1 dominant | Baseline; no degradation |
| Mid-range | T1/T2 mix | Loading +30-50%; D1 retention -2-5pp |
| Low-end | T2/T3 dominant | Crashes, ANRs; D1 retention -5-15pp |
A game with 35% D1 retention in the US and 18% in India does not have a "product problem in India." It has a device-tier problem, a CPI efficiency question, and possibly a localization gap. These three documents take 3-5 hours to build but save weeks of misdiagnosis.
3. The 7-Phase Analysis Protocol
Follow this sequence exactly. Do not skip to Phase 4 because you "have a hunch" about the creatives. Each phase builds on the previous one, and skipping phases guarantees misdiagnosis.
Phase 1: Product State Machine Mapping
Build the journey graph from install to monetization to retention loop.
Phase 2: Funnel Decomposition
Identify the biggest "leak" by absolute user loss, not relative drop-off rate.
Phase 3: Causal Attribution (Intent vs. Content)
Determine whether the product causes conversion or merely detects pre-existing intent.
Phase 4: Creative Performance Analysis
Link the ad "promise" to the post-install "outcome."
Phase 5: Monetization System Analysis
Evaluate gating mechanics that convert free users to paying users.
Phase 6: LiveOps & Event De-Averaging
Separate steady-state performance from temporary event lifts.
Phase 7: Strategic Synthesis (STOP / DO / TEST)
Convert findings into a prioritized operational roadmap.
Phase 1: Product State Machine Mapping
- Map Every Node: Every screen is a node. Every click, swipe, or timer expiration is an edge. Include splash screens, permission prompts, loading states.
- Identify Decision Points: Auth method selection, survey responses, paywall dismiss vs. purchase, energy wall choices, daily return triggers.
- Telemetry Alignment: For every node, find the corresponding event in the data warehouse. Document exact event name and parameters.
- Flag Blind Spots: If there is a "Level Complete" screen but no
level_completeevent, mark it as a telemetry gap. - Document Branching Logic: Every branch creates a separate cohort with different expected behavior.
Without the journey graph, you cannot distinguish between a product problem and an instrumentation gap. A "low D1 retention" number might mean users are churning — or it might mean the day_1_return event only fires after auth, and 30% of users are returning but playing as guests without triggering the event.
Phase 2: Funnel Decomposition
For each funnel step, calculate absolute CVR, step drop-off, platform split, version split, and geo tier split. Always identify the highest absolute drop-off point, not the highest relative rate.
| Checkpoint | Target | Red Flag | Typical Cause |
|---|---|---|---|
| Auth Completion | >75% | <70% | OAuth failure, too many options |
| Push Permission (iOS) | 40-56% | <30% | Poor priming, bad timing |
| Checkout Started-to-Verified | >75% | <50% | Price shock, payment error |
| Paywall View-to-Purchase | 2-3% median | <1% | Wrong audience, bad copy |
| D1 Retention (F2P) | 26-28% | <20% | Broken first session, creative mismatch |
✓ The Biggest Leak Rule
- Always identify highest absolute drop-off
- 100K installs, 25K reach auth, 40% auth drop = 10K lost
- Absolute numbers drive revenue impact
✗ Common Mistake
- Optimizing downstream while ignoring upstream hemorrhaging
- Obsessing over paywall copy while losing 35% at auth
- Using relative % instead of absolute user counts
Phase 3: Causal Attribution (Intent vs. Content)
This is the most important phase — and the phase most frequently botched. Getting this wrong leads to the most expensive strategic errors in F2P.
The Two Causal Models
Model A: Content Causes Conversion
Prediction: Linear CVR rise with content depth
Implication: Gate paywall behind content milestones
Signal: Smooth, gradual CVR rise
Model B: Pre-existing Intent (Selection Bias)
Prediction: Step-function CVR at a threshold
Implication: Show paywall early to high-intent users
Signal: Sharp CVR cliff; zero-content converters exist
Four Diagnostic Tests
Run all four. If three or more point to Model B, treat the product as an intent-harvester, not an intent-creator.
Test 1: Zero-Content Converters
What % of paying users converted before completing the first core loop?
<2%: Content likely contributes (Model A). 2-5%: Ambiguous. >5%: Pre-existing intent dominates (Model B).
Minimum sample: 500 total payers.
Test 2: Push Permission as Intent Proxy
Push granters typically convert at 8-15%, deniers at 0.5-1.5%. A 10x+ ratio means push reveals intent, not creates it.
Minimum sample: 725 users per group.
Test 3: Content Depth vs. CVR Curve Shape
Plot CVR against content depth. If CVR jumps from 5% to 97% at lesson 6, that is a survivorship filter, not a "magic moment."
Statistical note: Fit linear vs. logistic step-function. If delta-AIC > 10, Model B is strongly supported.
Test 4: Dual-Mode Engagement
If the product has multiple modes (puzzles AND lessons), users engaging with both convert at 10-16% vs. 2-5% for single-mode. Multi-mode usage reveals high intent.
Minimum sample: 400 users per group. Use chi-squared test.
Case Study: The Poker Education App
Users of both "Hand Calculator" and "Training Drills" converted at 16%, while single-feature users converted at 3%. The Model A interpretation was to force everyone into both features.
❌ Model A Mistake
Forcing casual users into drills did not make them pay — it made them uninstall.
✔ Model B (Correct) Strategy
Identify high-intent users via push permission + dual-mode behavior, then present the paywall earlier to that segment. Revenue per install increased 34%.
Phase 4: Creative Performance Analysis
iOS Attribution Warning
iOS creative-level attribution is modeled, not observed, post-ATT. All creative analysis in this phase MUST use Android data as primary. iOS is directional only.
| Analysis | Method | Signal |
|---|---|---|
| Power Law Check | Rank creatives by conversion share | Top creative >30% = fragility risk |
| Type Segmentation | Static vs. Video vs. UGC CVR | Statics often 3.5x UGC for skill apps |
| Hook-to-CVR Mapping | Correlate hook type with post-install CVR | High CTR + Low CVR = clickbait mismatch |
| Creative-Product Coherence | Compare ad promise to first 60s of product | Mismatch = churn source, not product problem |
| Geo-Creative Interaction | Segment by Document C tiers | Cultural mismatch across geos |
The Coherence Matrix
| High Post-Install CVR | Low Post-Install CVR | |
|---|---|---|
| High CTR | Winner: Scale this creative | Clickbait: The ad overpromises |
| Low CTR | Hidden Gem: The ad undersells | Dud: Retire this creative |
Phase 5: Monetization System Analysis
Energy/Lives System Effectiveness
| Wall Hit Rate | Diagnosis | Action |
|---|---|---|
| <5% of DAU | Cap too high — untapped lever | Lower cap or increase consumption |
| 5-20% of DAU | Healthy range | Optimize offers at the wall |
| >20% of DAU | Choking retention | Raise cap or add free refills |
Paywall Timing
- Early (Hard Gate): Best for high-intent, "utility" apps where user knows the value.
- Delayed (Soft Gate): Best for "discovery" apps where user needs to find "the fun."
- Intent-Based: Show earlier to users with high-intent signals (push granted, dual-mode). This is the Model B optimization.
Price Point Analysis
| Metric | Healthy Range | Warning Sign |
|---|---|---|
| Annual vs. Monthly mix | 40-60% annual | >80% annual (short-term revenue risk) |
| Trial-to-Paid (iOS) | 25-35% | <20% |
| Trial-to-Paid (Android) | 10-20% | <10% |
| Avg price during analysis | Steady-state | If $0.10 (launch promo), CVR data meaningless |
Ad Monetization (IAA) — Hybrid Games
| Metric | Definition | Benchmark (Hybrid F2P) | Red Flag |
|---|---|---|---|
| eCPM | Cost per 1,000 ad impressions | $8-20 (US, rewarded video) | <$5 |
| Ad ARPDAU | Daily ad revenue per DAU | $0.05-0.15 | <$0.03 or >$0.25 |
| Ads per session | Rewarded + interstitial per session | 2-4 rewarded, 1-2 interstitial | >6 total |
| Ad-to-IAP cannibalization | Does rewarded video reduce IAP CVR? | <5% IAP CVR reduction | >10% reduction |
| Blended ROAS | (IAP + Ad revenue) / Spend | Above breakeven | Below breakeven with ads included |
| Ad revenue share | Ad revenue / Total revenue | 20-50% | >70% or <10% |
Phase 6: LiveOps & Event De-Averaging
A game that shows 1.5x D30 ROAS during a Halloween event but 0.9x in steady-state is not a 1.5x ROAS game. It is a 0.9x ROAS game with a seasonal bump.
Event Types & Typical Impact
| Event Type | Duration | Revenue Lift | Retention Lift |
|---|---|---|---|
| Battle Pass / Season | 4-8 weeks | 30-80% IAP | 5-15pp D7 |
| Limited-Time Offer | 1-7 days | 50-200% daily IAP | Minimal |
| Seasonal Event | 2-4 weeks | 20-60% blended | 3-10pp D7 |
| Content Drop | Permanent (lift decays) | 20-40% first-week | 5-10pp D7 (decays) |
| Competitive Event | 3-7 days | Variable | 10-20pp D1 for engaged |
De-Averaging Protocol
- Identify Event Windows: Catalog all LiveOps events during the analysis period.
- Segment Cohorts: Classify users as event-exposed or steady-state.
- Calculate Baseline: Steady-state ROAS from non-event cohorts only.
- Adjust Spend: Base scale decisions on steady-state ROAS, not blended.
LiveOps Red Flags
Event-dependent: Steady-state ROAS below breakeven but event ROAS above = game is not self-sustaining.
Revenue cliff: >40% drop within 48 hours of event end = no organic monetization habit.
Diminishing returns: Each successive event produces smaller lift = event fatigue.
Phase 7: Strategic Synthesis (STOP / DO / TEST)
| Category | Definition | Evidence Bar | Example |
|---|---|---|---|
| STOP | Actions actively destroying value | Clear data showing harm | Stop running "Zen Garden" creative with 90% D0 churn |
| DO | Low-regret actions with clear evidence | High confidence, measurable impact | Fix Android checkout bug costing 15% of revenue |
| TEST | Hypotheses worth validating | Promising signal, needs experiment | Test early paywall for high-intent push cohorts |
Priority Scoring
Confidence: 0.3 (hypothesis) / 0.6 (strong signal) / 0.9 (proven in analogous context).
Mandatory Data Caveats Section
Every synthesis must include: unanswered questions due to sample size, immature cohorts, iOS attribution breakdowns, telemetry gaps, LiveOps-inflated findings, and geo-specific vs. universal findings.
4. Data Source Hierarchy & Access Patterns
| Source | What It Tells You | What It Cannot Tell You | When to Use |
|---|---|---|---|
| AppsFlyer Cohorts | ROAS by cohort, channel, geo, creative | Individual user journeys | Macro-level channel/geo performance |
| BigQuery (Direct) | User-level event logs, every click | Cross-platform attribution | Micro-level funnel, causal tests |
| RevenueCat | Subscription status, trial-to-paid, churn | Pre-paywall user behavior | Monetization funnel, pricing |
| Ad Network Dashboards | IAA revenue: eCPM, fill rate, impressions | Why users watch/skip ads | Phase 5 IAA analysis |
| Meta Ad Library | Active creatives, estimated spend | Actual performance metrics | Document A, competitive analysis |
| Figma Exports | Intended user experience, flows | What users actually do | Document B, product state machine |
| Google Ads | Spend, clicks, conversions | Post-install behavior | Channel-level spend efficiency |
| App Store Connect | Organic baseline, ratings, crash reports | Paid attribution | Organic health, sentiment |
Access Pattern: Start with AppsFlyer for the macro view. Drill into BigQuery for micro questions. Use RevenueCat for monetization. For hybrid games, add ad network dashboards. Never skip the three context documents.
5. Benchmarks & Reference Data
Onboarding & Engagement
| Metric | Median | Good | Excellent | Red Flag |
|---|---|---|---|---|
| Onboarding Completion | 45-55% | 65% | 80%+ | <35% |
| Auth Completion | 75-85% | 88% | >92% | <70% |
| Push Opt-in (iOS) | 40-56% | 58% | 65%+ | <30% |
| D1 Retention (F2P) | 26-28% | 32% | 40%+ | <20% |
| D7 Retention | 10-12% | 15% | 20%+ | <8% |
| D30 Retention | 4-6% | 8% | 12%+ | <3% |
Monetization (IAP)
| Metric | Median | Excellent | Red Flag | Notes |
|---|---|---|---|---|
| Paywall CVR (Soft) | 2-3% | 10%+ | <1% | 10%+ = high-utility niche |
| Checkout Started-to-Verified | 70-75% | 85%+ | <50% | <50% = technical/UX issue |
| Trial-to-Paid (iOS) | 25-35% | 45%+ | <20% | Platform-specific |
| Trial-to-Paid (Android) | 10-20% | 30%+ | <8% | Significantly lower than iOS is normal |
| Energy Wall Hit Rate | 8-15% | 10-15% | <5% or >20% | <5% = undertapped; >20% = choking |
Ad Monetization (IAA)
| Metric | Median (US, Rewarded) | Good | Excellent | Red Flag |
|---|---|---|---|---|
| eCPM | $8-12 | $15 | $20+ | <$5 |
| Ad ARPDAU | $0.05-0.08 | $0.10 | $0.15+ | <$0.03 |
| Rewarded opt-in rate | 30-40% | 50% | 65%+ | <20% |
| Ads/session (total) | 2-3 | 3-4 | 4-5 | >6 (retention damage) |
| Ad revenue % (hybrid) | 25-40% | 35-45% | 40-55% | >70% or <10% |
Marketing & Creative
| Metric | Typical Range | Warning | Notes |
|---|---|---|---|
| Top creative share | 30-40% of conversions | >70% = SPOF risk | Single Point of Failure |
| Static vs. UGC CVR | Statics 3.5x higher (skill apps) | UGC outperforming | Unusual for utility apps |
| Creative-Product Coherence | High CTR + High CVR | High CTR + Low CVR | Clickbait mismatch |
| iOS Creative Attribution | Modeled / estimated | Treated as ground truth | Post-ATT: directional only |
6. Common Analytical Traps
Each trap has destroyed at least one analysis cycle in our portfolio's history.
6.1 Simpson's Paradox
The Trap: "Our overall ROAS is 1.5x. We should increase spend."
❌ The Reality
Channel A is 3.0x ROAS (10% of budget), Channel B is 0.5x ROAS (90% of budget). The blended average hides the fact that you are burning money on Channel B.
✔ The Fix
Always decompose by Channel > Geo > Creative before interpreting aggregate ROAS. Analyze the dominant channel in isolation first.
6.2 Organic as Clean Control
The Trap: "Organic users have 50% D1 retention vs. 25% for paid. Our paid marketing brings in trash users."
❌ The Reality
Organic users are brand seekers with massive pre-existing intent that no paid channel can replicate. Comparing paid to organic is comparing apples to spaceships.
✔ The Fix
Use a "low-spend, high-intent" paid cohort as baseline, not organic. Or use the Organic Attribution Analyzer skill.
6.3 ARPU / ROAS as Product Signal
The Trap: "ARPU went up 20% after the new update. The product is better."
❌ The Reality
The marketing team shifted spend from India to the US. ARPU and ROAS are contaminated by bid strategy, geo mix, and channel mix.
✔ The Fix
Normalize ARPU by geo and channel before attributing changes to the product. Hold acquisition mix constant.
Additional Traps (6.4-6.9)
6.4 Promotional Pricing Distortion: A $0.99/year intro offer inflates CVR to 12%. When price reverts, CVR collapses. Flag all CVR/LTV as "promotional period."
6.5 Immature Cohort Bias: D14 ROAS at exactly 14 days misses late converters. Cohorts need D90+ for extrapolation. Safe cutoff: today - (milestone_days + 3).
6.6 Version Confounding: January vs. February cohorts differ in version, creative mix, geo, and CPI simultaneously. Control all variables or you cannot attribute to product.
6.7 The "Trial" Mirage: 1,000 trials at 5% conversion (50 paid) is worse than 500 trials at 30% (150 paid). Track cohort-adjusted net revenue, not trial starts.
6.8 LiveOps Inflation: A Battle Pass on Day 10 inflates D30 ROAS to 1.8x. Steady-state is 1.0x. Apply Phase 6 de-averaging.
6.9 Ignoring Ad Revenue: A 0.9x IAP-only ROAS may be 1.3x blended. For hybrid games, always calculate (IAP + IAA) / Spend.
Every one of these traps produces a confidently wrong conclusion that leads to confidently wrong actions. The fix is always the same: decompose, control for confounds, and never trust an aggregate number.
7. Deliverables & Output Templates
Every analysis cycle produces four artifacts, each serving a different audience.
| Artifact | Audience | Key Contents | Format |
|---|---|---|---|
| Holistic Analysis Report | CEO + Investment Team | Executive Summary, Power Law Findings, Causal Verdict, STOP/DO/TEST | Branded HTML (MODE 1 for Drive, MODE 2 for email) |
| IA Reference | Product & Engineering | Screen catalog, event mapping, A/B inventory, telemetry gaps | Markdown in portfolio/[Company]/analysis/ |
| User Journey Visualization | All Stakeholders | State machine diagram, drop-off heatmap, branch annotations | Interactive HTML (Mermaid.js or SVG) |
| Operational One-Pager | Marketing & Product Leads | Net ROAS targets, funnel benchmarks, top 3 experiment priorities | High-density single page PDF |
Different audiences need different artifacts. The CEO needs the strategic narrative. The product team needs the IA reference. The marketing lead needs the one-pager. Delivering a single 40-page document to all audiences guarantees nobody reads the part relevant to them.
8. Causal Model Deep-Dive: Worked Example
A puzzle RPG with both a puzzle mode and an RPG story mode. Data shows users who complete the "Chapter 1 Boss" have 45% 30-day retention vs. 5% for those who do not.
Model A Trap
"The Boss fight is a Magic Moment. Make the game easier so 100% reach it."
Model B (Correct)
"The Boss fight is a Skill/Intent Filter. Only users who enjoy the mechanics reach it."
Diagnostic Results
- Zero-content converters: 7% of payers purchased before completing a single puzzle. Model B signal.
- Push permission: Boss winners who granted push had 42% retention; deniers had 28%. Intent gradient within "successful" cohort.
- Content-CVR curve: Sharp cliff at Chapter 1 — not gradual rise. Model B confirmed.
- Pre-Boss monetization: 80% of Boss Winners had already made a micro-transaction before reaching the Boss.
Strategic Move
STOP: Gating the in-app store behind Chapter 1 completion. DO: Add power-up offers before the Boss to capture high-intent revenue earlier. TEST: Show discounted annual subscription to push-permission-granted users within 2 sessions.
Result: Revenue per install increased 34% without any change to core game difficulty.
9. Cross-References
| System | Relationship | Reference |
|---|---|---|
| Marketing Experimentation System | Phase 7 TEST items become experiment hypotheses | Companion guide |
| ROAS Analysis Pipeline | ROAS projection methodology | skills/ROAS_ANALYSIS_PIPELINE.md |
| F2P Marketing Analysis Framework | Spend allocation decisions | skills/marketing-analytics/ |
| Causal Attribution Analyzer | Automated Phase 3 tests | Skill in skills/ |
| Data Quality Assessment | Validate cohort data before analysis | Skill in skills/ |
| Organic Attribution Analyzer | Quantify organic vs. paid intent gaps | Skill in skills/ |
| Statistical Significance Framework | Sample size requirements | skills/STATISTICAL_SIGNIFICANCE_UNIFIED_FRAMEWORK.md |
| Geo Profitability Analyzer | Tier-level profitability analysis | Skill in skills/ |
| Company DIAGNOSTIC_FINDINGS.md | Company-specific confounds | portfolio/[Company]/ |
10. Statistical Appendix
Sample Size for Proportion Comparisons
Where Zα/2 = 1.96 (95% confidence), Zβ = 0.84 (80% power).
Quick Reference Table
| Baseline Rate | MDE | Required N per Group |
|---|---|---|
| 2% (paywall CVR) | +1pp (to 3%) | 3,822 |
| 2% (paywall CVR) | +2pp (to 4%) | 1,031 |
| 5% (push-denied CVR) | +5pp (to 10%) | 725 |
| 10% (push-granted CVR) | +5pp (to 15%) | 686 |
| 25% (trial-to-paid) | +5pp (to 30%) | 1,022 |
| 30% (D1 retention) | +3pp (to 33%) | 2,877 |
| 30% (D1 retention) | +5pp (to 35%) | 1,033 |
Confidence Intervals for Proportions
| Sample Size | p = 3% (paywall) | p = 10% (CVR) | p = 30% (retention) |
|---|---|---|---|
| 100 | ± 3.3pp | ± 5.9pp | ± 9.0pp |
| 500 | ± 1.5pp | ± 2.6pp | ± 4.0pp |
| 1,000 | ± 1.1pp | ± 1.9pp | ± 2.8pp |
| 5,000 | ± 0.5pp | ± 0.8pp | ± 1.3pp |
| 10,000 | ± 0.3pp | ± 0.6pp | ± 0.9pp |
Bootstrap ROAS Confidence Intervals
Bayesian Shrinkage for Low-Volume Creative Cells
Effect: High-volume creatives barely affected. Low-volume creatives pulled toward portfolio mean, preventing false "winner" or "loser" declarations from small samples.
When to apply: Any creative cell with fewer than 200 conversions.
Statistical Decision Rules for Phase 3
| Test | Null Hypothesis | Reject If | Minimum Data |
|---|---|---|---|
| Test 1: Zero-content | % zero-content ≤ 2% | Observed > 2% with 95% CI lower > 2% | 500+ payers |
| Test 2: Push CVR gap | CVR(granted) = CVR(denied) | Chi-squared p < 0.05 AND ratio > 3x | 725 per group |
| Test 3: Curve shape | Linear fits equally | Step-function AIC < Linear AIC by >10 | 8+ bins, 100+/bin |
| Test 4: Dual-mode | CVR(both) = CVR(single) | Chi-squared p < 0.05 AND both > 2x single | 400 per segment |
Interpreting ambiguous results: If 2 of 4 tests point to Model B and 2 are ambiguous, default to Model B (causal humility principle). The cost of incorrectly assuming Model A (hiding the paywall) is far greater than incorrectly assuming Model B (showing it too early).
Conclusion: The Analyst as Operator
At Transcend, we do not sit on the sidelines. We do not ask for reports; we build the tools to generate them. We do not accept dashboard summaries; we query BigQuery, scrape ad libraries, and map Figma screens.
By starting with the Product State Machine, maintaining Causal Humility, and obsessing over Power Laws, we provide our portfolio companies with insight they cannot get from a standard agency or generic analytics platform.
Analysis is not about the past. It is about the next experiment. Every finding should feed directly into the Marketing Experimentation System. Every STOP/DO/TEST recommendation should have an owner, a timeline, and a success metric.
Remember: Telemetry is the shadow. The product is the object. The ad is the light source. To see clearly, you must understand all three.
