AlterU AlterU Part 5 · 不假设回访 Part 5 · No Return Assumed
大纲Outline
Part 5 · 设计原则 ②

假设这是
唯一一次见面。

反例

❌ 回访型机制

"每日签到 7 天送 X"
"明天解锁下一关"
"回来就有福利"

这些假设玩家会记得明天回来——但 scroll-feed 里 90% 玩家就这一次见面。

正解

✅ 滚动库存 + 倒计时预告

每 N 小时上一个新内容
顶部红色每秒 chip
第一格 "COMING NEXT" 封蜡

划到这屏 = 立刻看到"还有 12 小时"——不需要玩家记得明天回来。Pulp Hour pattern。

🚨 死亡 chip 铁律

upcomingCover() 永远要 non-null,否则倒计时 chip + 预告位双消失 = "游戏死了"的视觉信号。 补给流程:每 N 天在 COVERS 末尾加一条 + 跑生成脚本。

Part 5 · Design principle ②

Assume this is
the only time you'll meet.

anti-pattern

❌ Retention mechanics

"7-day check-in unlock"
"Tomorrow's level unlocks at midnight"
"Come back for a bonus"

These assume the player remembers to return. In a scroll feed, ~90% of players are first-timers and one-timers.

solve

✅ Rolling inventory + countdown

New content every N hours
Red ticking chip on top
"COMING NEXT" sealed slot

Swiping in = immediate sight of "12 hours to next." No memory required. (Pulp Hour pattern.)

🚨 The death-chip rule

upcomingCover() must always be non-null. If the countdown chip + teaser slot both vanish, that's the "game is dead" visual signal. Resupply rule: every N days append a new entry + run the generator.

备忘 · 按 S 关闭Notes · S to close

这一条对产品同学反直觉,因为 retention 工程师天天讲签到、push 通知、reactivation——但 AlterU 的 feed-native 设计里,"回访"是奢侈,不是默认

Counterintuitive for PMs because retention engineers live on check-ins, push notifications, reactivation. AlterU's feed-native design treats return as a luxury, not the default.

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