monetization-systems
29
总安装量
18
周安装量
#12603
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill monetization-systems
Agent 安装分布
claude-code
16
opencode
14
gemini-cli
12
codex
11
cursor
11
antigravity
11
Skill 文档
Monetization Systems
Monetization Models
CHOOSING YOUR MODEL:
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â GAME TYPE â RECOMMENDED MODEL â
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â Story-driven / Single play â PREMIUM ($10-60) â
â Competitive multiplayer â F2P + Battle Pass â
â Mobile casual â F2P + Ads + Light IAP â
â MMO / Live service â Subscription + Cosmetics â
â Indie narrative â Premium + Optional tip jar â
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ETHICAL PRINCIPLES:
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â â
DO: â DON'T: â
â ⢠Cosmetics only ⢠Pay-to-win â
â ⢠Clear pricing ⢠Hidden costs â
â ⢠Earnable alternatives ⢠Predatory targeting â
â ⢠Transparent odds ⢠Gambling mechanics â
â ⢠Respect time/money ⢠Exploit psychology â
â ⢠Value for purchase ⢠Bait and switch â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
IAP Implementation
// â
Production-Ready: Unity IAP Manager
public class IAPManager : MonoBehaviour, IStoreListener
{
public static IAPManager Instance { get; private set; }
private IStoreController _storeController;
private IExtensionProvider _extensionProvider;
// Product IDs (match store configuration)
public const string PRODUCT_STARTER_PACK = "com.game.starterpack";
public const string PRODUCT_GEMS_100 = "com.game.gems100";
public const string PRODUCT_BATTLE_PASS = "com.game.battlepass";
public const string PRODUCT_VIP_SUB = "com.game.vip_monthly";
public event Action<string> OnPurchaseComplete;
public event Action<string, string> OnPurchaseFailed;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
InitializePurchasing();
}
private void InitializePurchasing()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Consumables
builder.AddProduct(PRODUCT_GEMS_100, ProductType.Consumable);
// Non-consumables
builder.AddProduct(PRODUCT_STARTER_PACK, ProductType.NonConsumable);
// Subscriptions
builder.AddProduct(PRODUCT_VIP_SUB, ProductType.Subscription);
builder.AddProduct(PRODUCT_BATTLE_PASS, ProductType.Subscription);
UnityPurchasing.Initialize(this, builder);
}
public void BuyProduct(string productId)
{
if (_storeController == null)
{
OnPurchaseFailed?.Invoke(productId, "Store not initialized");
return;
}
var product = _storeController.products.WithID(productId);
if (product != null && product.availableToPurchase)
{
_storeController.InitiatePurchase(product);
}
else
{
OnPurchaseFailed?.Invoke(productId, "Product not available");
}
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
var productId = args.purchasedProduct.definition.id;
// Validate receipt (server-side recommended for security)
if (ValidateReceipt(args.purchasedProduct.receipt))
{
// Grant the purchase
GrantPurchase(productId);
OnPurchaseComplete?.Invoke(productId);
}
return PurchaseProcessingResult.Complete;
}
private void GrantPurchase(string productId)
{
switch (productId)
{
case PRODUCT_GEMS_100:
PlayerInventory.AddGems(100);
break;
case PRODUCT_STARTER_PACK:
PlayerInventory.UnlockStarterPack();
break;
case PRODUCT_BATTLE_PASS:
BattlePassManager.Activate();
break;
}
}
// IStoreListener implementation...
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
_storeController = controller;
_extensionProvider = extensions;
}
public void OnInitializeFailed(InitializationFailureReason error) { }
public void OnPurchaseFailed(Product product, PurchaseFailureReason reason) { }
}
Battle Pass Design
BATTLE PASS STRUCTURE:
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â SEASON LENGTH: 8-12 weeks â
â TIERS: 100 levels â
â XP PER TIER: 1000 (increases gradually) â
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â FREE TRACK: â
â ⢠Common rewards every 5 levels â
â ⢠1-2 rare items mid-season â
â ⢠Currency to buy next pass (partial) â
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â PREMIUM TRACK ($10): â
â ⢠Exclusive skin at level 1 (instant value) â
â ⢠Premium rewards every level â
â ⢠Legendary items at 25, 50, 75, 100 â
â ⢠Enough currency to buy next pass (with effort) â
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â XP SOURCES: â
â ⢠Daily challenges: 500 XP â
â ⢠Weekly challenges: 2000 XP each â
â ⢠Playtime: 50 XP per match â
â ⢠Special events: Bonus XP weekends â
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Economy Design
DUAL CURRENCY SYSTEM:
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â SOFT CURRENCY (Gold/Coins): â
â ⢠Earned through gameplay â
â ⢠Used for: Upgrades, basic items, consumables â
â ⢠Sink: Level-gated purchases, repair costs â
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â HARD CURRENCY (Gems/Diamonds): â
â ⢠Purchased with real money â
â ⢠Small amounts earnable in-game â
â ⢠Used for: Premium cosmetics, time skips â
â ⢠NEVER required for core gameplay â
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PRICING PSYCHOLOGY:
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â $0.99 - Impulse buy, low barrier â
â $4.99 - Starter pack sweet spot â
â $9.99 - Battle pass standard â
â $19.99 - High-value bundles â
â $49.99 - Whale offering (best value/gem) â
â $99.99 - Maximum purchase (regulations) â
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Key Metrics
MONETIZATION KPIS:
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â CONVERSION RATE: 2-5% (F2P) â
â ARPU: $0.05-0.50/DAU (casual mobile) â
â ARPPU: $5-50/paying user â
â LTV: Should exceed CPI by 1.5x+ â
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â HEALTHY INDICATORS: â
â â D1 retention > 40% â
â â D7 retention > 20% â
â â Conversion > 2% â
â â LTV/CPI > 1.5 â
â â Refund rate < 5% â
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ð§ Troubleshooting
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â PROBLEM: Low conversion rate (< 1%) â
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â ROOT CAUSES: â
â ⢠IAP offers too expensive â
â ⢠Poor first purchase experience â
â ⢠No perceived value â
â ⢠Wrong timing â
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â SOLUTIONS: â
â â Add high-value starter pack â
â â Show IAP after engagement hook â
â â A/B test price points â
â â Improve soft currency scarcity â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: High refund rate (> 10%) â
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â ROOT CAUSES: â
â ⢠Unclear what purchase provides â
â ⢠Buyers remorse (poor value) â
â ⢠Accidental purchases â
â ⢠Technical issues â
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â SOLUTIONS: â
â â Add purchase confirmation â
â â Show exactly what user receives â
â â Improve purchase value â
â â Fix any delivery bugs â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
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â PROBLEM: Economy inflation â
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â SOLUTIONS: â
â â Add more currency sinks â
â â Reduce faucets gradually â
â â Introduce prestige/reset systems â
â â Create consumable high-end items â
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Compliance
| Region | Requirement |
|---|---|
| EU | Loot box odds disclosure |
| Belgium | No loot boxes |
| China | Odds, spending limits |
| Japan | Kompu gacha banned |
| US | COPPA for under-13 |
Use this skill: When designing monetization, balancing economy, or implementing purchasing systems.