Game development journal · Paid acquisition · Round 7

Three Pitches, One Audience

For two rounds we have called one ad our champion and spent against it as though that were a fact. Writing up Round 6 we went back and checked, and it is not a fact. The three finalists finished in a statistical tie, and the round meant to break that tie was decided by the ad platform's budget optimiser rather than by us. So Round 7 does the exact mirror of Round 6: freeze the audience, move the creative, equal budgets we control, for a month.

3
creatives
1
audience
$1,300
budget
$13.54
per ad / day
32
days
5
predictions

Why we are re-opening a question we thought was closed

Round 6 taught us to distrust a flat early-funnel metric and a lopsided sample. Turning that same lens backwards on our own record, the creative ranking we have treated as settled since Round 4 does not survive.

Round 4 was a three-way tie

It is the only round where the three finalists got roughly equal budgets. We reported that all three beat their own controls, which was true. We then quietly treated the order between them as meaningful. It never was.

ComparisonReached the pickerpVerdict
honest-a vs instant-a53.7% vs 48.9%0.148tie
honest-a vs daily-a53.7% vs 50.2%0.296tie
daily-a vs instant-a50.2% vs 48.9%0.694tie

Round 5's tiebreak was not ours to make

Round 5 put the three finalists head to head and left campaign budget optimisation on. That hands the split to the platform, and the platform optimises for its objective, which is clicks. Round 3 had already proved that clicks do not predict who plays.

AdPlayers it broughtShare of the round
honest-a2,99276.0%
daily-a58214.8%
instant-a3649.2%

The winner got 8.2 times the sample of the ad that came last, and the two starved arms were plausibly stuck in the platform's opening learning phase for their entire run. We then declared a champion on that.

Stated plainly, because it is our mistake and not the platform's: "honest-a is the champion" has never been established at significance. It has led directionally in two rounds, so it stays the best guess. But we have been spending real money against a guess we were describing as a result.

There is a third gap. Every creative round we have run was measured on the audience Round 6 just retired for being burnt out. The ranking has never once been measured on a fresh pool. Round 7 fixes all three problems at once, and it costs nothing extra to fix them, because the three ads already exist.

The three pitches

Unchanged since Round 4, byte for byte. Each one names a different barrier the player is being freed from.

A runed stone door with its chains snapped and a padlock falling away
honest-a  anti-F2P trust
"No energy. No paywall."
Play one run or ten. Free, in your browser.
A stone door bursting out of a phone screen beside a golden key
instant-a  zero-friction access
"No app store. No account."
Tap the link. You are already in.
A moon-phase arch with figures ascending the steps carrying keys
daily-a  shared daily ritual
"Same run. Whole world. Today."
How far do you get? Free, no download.

The setup

One variable. Everything except the picture and the sentence on it is identical across all three.

Held constant

  • The audience: keyword-only, 23 terms, no community list at all. This is the configuration Round 6 measured as the best per returning player, and the one with the most room left to grow.
  • Budget optimisation: OFF. The single fix that makes this round mean something Round 5 could not.
  • Global, automatic placements, lowest-cost bidding, daily budgets.
  • Same landing page, same tracking scheme.

The numbers

  • $13.54 per ad per day, three ads, $40.62 a day
  • 32 days, July 31 to September 1
  • $1,299.84 total, a hard cap
  • About 5,500 players per ad if delivery matches Round 6
  • Running on a brand new ad account, so early delivery will be cold

The month is not vanity. Two weeks resolves a 3.6 point gap in whether people start a run, which is enough to rank the ads but not enough to see whether they bring back different players. A month gets that second question inside reach for the first time.

The metric, declared before launch

Round 6's lesson was that the metric you choose decides the answer you get, so we are fixing ours in public first.

  • Primary: cost per started run. Not click-through, not cost per engaged player. Round 3 showed click-through actively misleads, one creative tied for the best click rate in the round and finished last on everything else. Round 6 showed cost per engaged player is blind to quality, identical to three decimal places across audiences that differed twofold on returning players.
  • Secondary: cost per returning player. Newly readable at this volume and the real reason for a month.
  • No peeking, no reallocation, no pausing a losing arm for the full 32 days. That discipline is what made Rounds 3, 4 and 6 readable and its absence is what cost us Round 5.
  • We stop the round early only if cost per player lands more than 40% above Round 6's, which would mean the auction has turned and the comparison is no longer about the ads.

Predictions, in writing, before launch

Same rule as last time. A test you cannot lose is not a test, so here is what we expect, in public, where next month's readout can mark it.

P1
honest-a wins, but narrowly enough that Round 5 oversold it. We expect it to top cost per started run, and we expect the gap to the runner-up to be under 5 points on started-run rate. If it wins by the margin Round 5 implied, we were right by accident. If it loses outright, we have been buying the wrong ad for two rounds. the champion, retested
P2
The ranking by started runs will not match the ranking by returning players. Round 6 showed the funnel's top and bottom disagree about audiences. We expect the same to be true of creatives, which would mean we cannot judge a creative round quickly and cheaply on the early number. If the two rankings do agree, that is genuinely good news and we will say so, because it means future rounds get shorter. the expensive one
P3
daily-a finishes last. Its concept asks a stranger for a habit before they have played once, and Round 5 saw it fall hardest. This is also the prediction we are least confident in, because Round 5 starved it of budget, so "it did badly" and "it never left the learning phase" are indistinguishable in that data. Equal budgets are exactly what settles it. least confident
P4
Retention will not separate the three. Forty-eight-hour return should land within noise across all three ads. Round 3 measured day-7 retention as statistically identical across all ten creatives, and Round 6 showed the audience moves retention while the creative does not. With the audience frozen, there should be nothing left to move it. If the ads do separate on return rate, that overturns something we have believed for five rounds. not purchasable
P5
The new account will underdeliver at first. This is a fresh ad account with no history, so we expect it to spend below its daily cap and cost more per player for roughly the first three to five days before settling. We will judge settled days only, again, and so should you. If it never reaches its cap, the round simply runs longer than the money suggests. method note

The scoreboard we will publish

Next journal entry, after September 1: this table filled in, plus a grade on each prediction above. Same as last round, and the round before.

AdLandingsStarted a run$ / started runReturned in 48h$ / returnerVerdict
honest-apending
instant-apending
daily-apending

One thing this round will not answer: whether a different pitch entirely would beat all three. We are re-running finalists, not searching. That search is a bigger question than a month of this budget can hold, and the honest reason to run this round first is that we have to know whether our current answer was ever real before we go looking for a better one.

Play Atlas of Doors free in your browser No download, no account, no energy bars. The ads are honest because the game can afford them to be.

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