The name does the work, not the link
LATER gains two items. Item 5: how a viewer actually reaches the game — bio links cost two taps and convert badly, Shorts descriptions and pinned comments click, and most people search later instead, so the handle, an on-screen name and a resolving domain matter more than any link. splattertennis.com is registered. Item 6: a bio-link tap opens TikTok's or Instagram's webview, not Safari, so that embedded browser is the first-run environment for most players the campaign delivers and nothing has ever been tested there — autoplay audio and canvas perf at RES 4 being the two that would actually break the hook. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1432,8 +1432,9 @@ Nothing here is broken; these are known gaps and unverified risks.
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# LATER — shipping it: demo, stores, campaign
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Decided in discussion 2026-07-31 with Oliver. **None of this is built.** Recorded here so the
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decisions survive; the ordering below is roughly the order to do it in.
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Decided in discussion with Oliver, 2026-07-31 and extended 2026-08-06. **None of this is built** —
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the one thing that exists is the domain (item 5). Recorded here so the decisions survive; the
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ordering below is roughly the order to do it in.
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**The model: paid, $2.99, no ads.** Both stores. No ad SDK, no consent/CMP flow, no ATT prompt, no
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tracking — which keeps the store card at "Data Not Collected", keeps review trivial, and keeps a
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@@ -1479,6 +1480,29 @@ never an interstitial. An interstitial after death would land exactly in the "on
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volley back into him, a horde, the death + run summary.
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A capture helper on `window.T` to jump straight into a given beat (the transition timeline is on
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`G.transT`) would make clean takes cheap — not yet built.
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5. **How a viewer actually reaches the game — the name does the work, not the link.** TikTok and
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Instagram have no clickable caption links, so the bio link costs two taps (profile, then link) and
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converts in the single-digit percents. YouTube Shorts descriptions and pinned comments DO click,
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which makes Shorts the best converter of the same upload. But **most people who liked the clip
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click nothing and search later** — so the whole funnel rests on whether the name is memorable and
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resolves. Three consequences, all decisions rather than work:
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- **the name goes on screen in every clip** — not a title card at the start (scrolled past), a
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small persistent corner mark or an end frame after the payoff;
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- **the account handle IS the game name** (`@splattertennis`), which bakes the name into the
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platform's own UI on every video, permanently, for free — this does more than the bio link;
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- **pin a comment with the name** on every video; "what's this called?" is how interest shows up.
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The profile page is the real landing page: it should read as a game's page, not a personal one.
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**The domain is registered: `splattertennis.com`** (Oliver, 2026-08-06). It matches the searched
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name, which `splatter-tennis.wuwi.one` never could — nobody types that from memory. Point it at the
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demo build and use it as the single link everywhere. The deploy target itself is unchanged (see the
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top of this file); this is DNS in front of it, plus whatever store links live on the page.
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6. **Test the game inside the in-app browsers BEFORE the campaign runs.** A bio-link tap does not open
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Safari or Chrome — it opens TikTok's or Instagram's embedded webview, so **that is the first-run
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environment for most players the campaign delivers**, and it is the least-tested one this project
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has. Specifically unknown there: audio autoplay policy (the umpire is the hook — if he is silent on
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first load the clip's promise breaks), safe-area insets, whether PWA install is offered at all (it
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is not), and canvas perf at `RES` 4 — the third place that risk lands, after OPEN 1 and item 2
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above. `matchMedia('(pointer: coarse)')` does still work there, so the mobile branches are fine.
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**Expectations, so nobody is surprised:** with no marketing, 20-100 units in year one is the honest
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central estimate (~$40-210 net, i.e. under Apple's fee at the low end). The monetization model is
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