O! Hole! Miro Intro Meeting 信息与建议汇总

Source: Miro board "O! Hole! - Dzmitry Yudo" · Meeting date on board: 11.06.2026 · Compiled from visible board screenshots

说明:Miro 为 view-only,本文从可见白板区域和截图批注中整理。细小指标表格的原始数值已保留截图;正文只转写高置信、对决策有用的信息。

1. Executive Summary / 核心结论

会议主线 / Meeting Focus 发行方希望通过 soft launch 继续验证游戏,使用 50/50 rollout 和指标 uplift 来判断是否能走向 Positive ROAS.
关键风险 / Key Risk 当前游戏可能太容易、经济过松:玩家较晚才第一次失败,金币和 booster 累积,激励广告观看动力不足。
优先方向 / Priority Direction P0 应先围绕难度、经济、广告节奏、IAP 校验和可配置化做测试;新活动和 UI/技术优化作为 P1/P2 跟进。

2. Meeting Context / 会议背景信息

分类 / Category 中文整理 English
Intro - How we work 开放沟通;任何问题或请求都可以直接提出。强调数据驱动,充分测试后根据数据表现行动。快速迭代,并尽快推动全球上线。 Open communication; raise any question or request directly. Data-driven workflow with extensive testing and decisions based on signals. Iterate quickly and launch globally as soon as possible.
Positive feedback 发行方认可游戏有可爱的主角,以及比较原创的叙事方式;同时认为游戏内已有很多功能。 The publisher positively called out the cute main character, original storytelling approach, and the large number of existing features.
Top priority 最高优先级是验证 soft launch。新版本需要证明指标提升;重点做 50/50 rollout,理解 D1→D7 和 D1→D28 LTV 演进,最终目标是 Positive ROAS。 The top priority is validating the game in soft launch. New versions should demonstrate metric uplift through 50/50 rollouts, with attention to D1→D7 and D1→D28 LTV evolution. Ultimate goal: Positive ROAS.
Metrics check 白板把指标分为 Product metrics 和 User Acquisition / marketing metrics 两类。 The board separates metric review into Product metrics and User Acquisition / marketing metrics.
Miro main document top
Meeting intro, top priority, and metrics check sections.
Miro game strength notes
Positive feedback: cute main character, original storytelling, many features.

3. Metrics & Evidence / 指标与证据信息

3.1 Metric Conclusions / 指标结论便利贴

信息 中文含义 English meaning 影响
Honeymoon phase 当前数据可能仍处在早期蜜月期,需要持续观察。 Current metrics may still be in the early honeymoon phase and need continued observation. 不要只用早期好数据判断长期可行性。
Good ROAS1 ROAS1 被标记为表现不错。 ROAS1 is marked as good. 短期变现/买量表现有正向信号。
LTV 7/1: 1.7 ok, 2.0+ good LTV 7/1 比值 1.7 可接受,2.0 以上更理想。 LTV 7/1 at 1.7 is acceptable; 2.0+ would be good. 后续版本要推动 LTV 曲线继续变厚。
Early CPI is good 早期 CPI 表现良好。 Early CPI is good. 买量成本初步可控,但仍需与长期 LTV/ROAS 一起看。

3.2 Level Usage / 关卡使用

白板中 Level Usage 的可见过滤条件为:O! Hole! / Android / US / Google Play,日期为 May 05, 2026 - Jun 10, 2026。关卡推进很快,活跃到第 7-10 天的玩家会消耗大量关卡内容。

可见指标 中文解读 English interpretation
Active day 1: Q50 around 18, Q90 around 41 D1 中位玩家已经推进到约 18 关,高分位玩家约 41 关。 On active day 1, median players are around level 18 and Q90 players around level 41.
Active day 7: Q50 around 101, Q90 around 233 D7 留下来的玩家中位数已超过 100 关,高分位超过 200 关。 By active day 7, retained players reach around level 101 at median and over 200 at Q90.
Active day 10: Q50 around 161, Q90 around 300 D10 玩家关卡消耗继续快速上升,需要更大的关卡池或自动生成方案。 By active day 10, content consumption keeps rising quickly, requiring a larger level pool or generation approach.
Board notes: "play a lot of levels", "auto-generate up to 2000" 发行方明确关注关卡量,建议或讨论自动生成到 2000 关。 The publisher explicitly noted high level consumption and discussed auto-generating up to 2000 levels.
Miro metric notes left
Metric conclusion notes: Honeymoon phase, Good ROAS1, LTV 7/1.
Miro metric notes
Metric conclusion notes: Good ROAS1, LTV 7/1, Early CPI is good.
Level usage table
Level Usage table with active-day progression and Q50/Q90 marks.
Economy savings and coin accumulation
Economy view with note: Players accumulate coins.

4. Competitive / Economy Signals 竞品与经济信号

对象 / Object 中文整理 English 对应建议
All in Hole 白板写到:lose more、less gold、fewer boosters;旁边还有 "100 levels in each" 的内容量提示。 Board notes: lose more, less gold, fewer boosters; also a note about "100 levels in each". 对照 O! Hole,应提高失败率、减少金币和 booster 发放。
O! Hole! 白板写到:a lot gold、a lot of boosters、lost 1st time about level 75。 Board notes: a lot of gold, a lot of boosters, first loss around level 75. 说明当前难度偏低、经济偏松。
Rewarded ads 蓝色便利贴写到:The levels are easy. Players are not watching rewarded ads。 Blue note: The levels are easy. Players are not watching rewarded ads. 难度提升和资源收紧会增加激励广告需求。
Economy 经济图旁边写到:Players accumulate coins。 Economy chart note: Players accumulate coins. 支持减少奖励、增加消耗或强化失败后的资源需求。
All in Hole comparison
All in Hole comparison: lose more, less gold, fewer boosters.
O Hole comparison
O! Hole comparison: a lot gold, a lot of boosters, first loss around level 75.

5. Release / Config / IAP 发布、配置与支付相关信息

白板信息 中文解读 English interpretation
New Client / New Server / Old Client / Old Server 会议中在讨论新旧客户端和新旧服务端组合,Old Client + Old Server 被圈出。 The meeting discussed new/old client and server combinations, with Old Client + Old Server circled.
Old version → New version changes off → Enable the changes as a config 建议关键变更先通过配置开关控制,而不是直接永久开启,方便测试、回滚和 50/50 rollout。 Key changes should be controlled through config switches rather than permanently enabled, supporting testing, rollback, and 50/50 rollouts.
Please map IAP classes 需要映射 IAP 商品/类别;这与服务端 IAP 校验和商品配置一致性相关。 IAP classes need to be mapped, tied to server-side validation and product configuration consistency.
Old and new client server notes
Old/New client and server combination discussion.
Config notes
Old version to config-enabled new version changes.

6. Recommendations with Priority / 按 Miro 分类和优先级整理的建议

Priority assignment: P0 = directly tied to soft-launch validation and core metrics; P1 = important feature/content test; P2 = smaller implementation improvement. Miro's original categories are preserved.

Priority Miro category 中文建议 English recommendation 依据 / Evidence
P0 Main Recommendations 增加难关密度:每 10 关加入 2-3 个 hard levels,目标是让玩家尝试 3-5 次才能通过。 Add 2-3 hard levels per 10 levels, tuned so players need 3-5 attempts to pass. O! Hole 当前约 75 关才第一次失败;All in Hole 方向是 lose more。
P0 Main Recommendations 减少 booster 和金币奖励数量,收紧经济。 Reduce booster and coin rewards to tighten the economy. O! Hole 被标注 a lot gold / a lot of boosters;玩家会累积金币。
P0 Main Recommendations 测试 lives 或 unlimited energy 机制。 Test a lives system or unlimited energy model. 属于核心留存/变现节奏测试,应进入 soft launch 验证。
P0 Main Recommendations 每关结束后展示插屏广告。 Show interstitial ads after every level. 和广告变现、No Ads offer 触发逻辑直接相关。
P0 Main Recommendations / Small Improvements 加入或完善 IAP 服务端校验,并同步完成 IAP classes 映射。 Add or improve server-side IAP validation and map IAP classes. 主建议和小优化都出现 IAP server validation;白板另有 "Please map IAP classes"。
P1 Main Recommendations - possible new features 增加 Lava Quest 类活动:10 关连续挑战/连胜活动,参考 Royal Match。 Add a Lava Quest-like 10-level streak event, similar to Royal Match. 白板列为 possible new features,并配有竞品截图。
P1 Main Recommendations - possible new features 增加 Clan/Guild 点数型 PvP 活动。合作型 clan event 被划掉,像是已在游戏里,不作为新增重点。 Add a points-based PvP Clan/Guild event. The cooperative clan event was crossed out, likely because it already exists. 主建议中明确写到 Clans. Points-based PvP event。
P1 Difficulty / Economy support notes 让炸弹更难躲避、缩小可收集物、增加找物/搜索目标。 Make bombs harder to avoid, make collectibles smaller, and add more object-searching goals. 主建议旁的便利贴用于支撑 harder levels。
P2 Small Improvements 优化 No Ads offer 展示逻辑:第一次插屏广告后展示,之后每 3-5 次插屏后重复展示。 Improve No Ads offer timing: show it after the first interstitial, then repeat every 3-5 interstitials. 小优化区明确写了 recommended logic。
P2 Small Improvements 在 UI 中展示功能解锁等级。 Display feature unlock levels in the UI. 小优化区明确列出。
P2 Small Improvements 优化技术体验:FPS、卡顿和加载时间。 Improve technical performance: FPS, lag, and loading times. 小优化区明确列出。
P2 Small Improvements 给 Guilds / Clans 增加自动加入按钮。 Add an auto-join button for Guilds / Clans. 小优化区和右侧截图批注都出现。
Main recommendations
Main Recommendations section.
Small improvements
Small Improvements section.

7. Questions / 待确认问题

中文问题 English question 为什么重要 / Why it matters
游戏目前有多少个独立关卡? How many unique levels does the game have? 决定是否必须快速扩充关卡池或自动生成。
关卡是否复用或自动缩放? Are levels recycled or auto-scaled? 影响内容消耗、难度曲线和玩家长期体验。
是否有动态难度机制,例如基于玩家表现调整? Is there dynamic difficulty based on player performance? 决定 harder levels 是否通过静态关卡、参数配置或动态系统实现。
后续改进计划是什么:新功能、新内容、平衡性测试? What are the plans for improvement: new features, new content, and balancing tests? 需要把 P0/P1/P2 事项拆进版本计划。
下次会议:June 24,德国时间 11:45 / 北京时间 17:45?之后每两周一次。 Next meeting: June 24, 11:45 Germany time / 5:45 pm Beijing time? Then every 2 weeks. 用于安排版本改动和验证节点。
Questions section
Questions to the team and next meeting notes.

8. Suggested Action Plan / 建议执行顺序

阶段 中文 English
P0 先做可配置测试 把难度、金币/booster 奖励、插屏频率、No Ads 触发、lives/energy 设计成可配置项,支持 50/50 rollout。 Make difficulty, coin/booster rewards, interstitial cadence, No Ads timing, and lives/energy configurable for 50/50 rollout.
P0 支付与数据安全 完成 IAP server validation 和 IAP classes mapping,避免变现数据和商品配置不一致。 Complete IAP server validation and IAP class mapping to avoid monetization and product configuration mismatch.
P1 内容与活动 确认关卡总量和生成策略;同时评估 Lava Quest、Clan PvP 作为下一批内容/活动实验。 Confirm level volume and generation strategy; evaluate Lava Quest and Clan PvP as the next feature/content experiments.
P2 体验补齐 补功能解锁提示、Clan 自动加入、FPS/卡顿/加载优化。 Add feature unlock visibility, Clan auto-join, and FPS/lag/loading improvements.

9. Screenshot Appendix / 截图附录

Board overview
Board overview showing document, metric area, and competitor references.
Product metrics table top
Product metrics table with O! Hole / Android / US filters.
Product metrics left
Product metrics table by source network.
Config changes
Version changes controlled by config.