Game share-loop: instrument funnel, deep-link shares, /play metadata
Sharpen the existing daily-game share loop into something measurable (per Codex's
"instrument what you have, then feed people into it" plan), ahead of a Show HN launch.
Analytics:
- Per-game funnel events <game>_{arrival,started,completed,shared} (article_id=0).
arrival = landed via a shared link (utm_source=game_share); started = first move
(guess/find/flip); completed = solved/cleared/Full Bloom; shared = on share success.
- trackVisit() moved into the global layout so direct /play landings count; the
server-rendered /a/ share page now creates a visitor token + sends a daily visit
beacon (first-time /a/-only visitors were previously dropped).
- Admin "Games funnel" panel: arrivals / engaged / completed / shared, per game.
Sharing:
- Memory Match gains a Share button (it was the only game without one).
- All shares deep-link to the exact game+variant with a full https:// URL +
utm_source=game_share (gameShareUrl helper), instead of a bare /play.
- "shared" is counted only after navigator.share()/clipboard.writeText() succeeds.
/play social metadata:
- /play served homepage canonical/OG (static SPA, ssr=false). postbuild script
patches build/play.html's head to /play canonical/title/description/OG; fails the
build if the homepage tags drift. Caddy try_files now serves {path}.html so /play
is served from the patched file (snapshot in deploy/caddy/).
Tests: backend 352, frontend 27.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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<script>
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import { getJSON, postJSON } from '$lib/api.js';
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import { pushGameState, fetchGameStats } from '$lib/gamesync.js';
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import { trackGame, gameShareUrl } from '$lib/analytics.js';
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// mode: 'daily' (shared, synced, ritual) | 'free' (local-only, infinite wheels)
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// format: 'center' (center letter required) | 'wild' (any word from the 7)
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@@ -208,13 +209,14 @@
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return;
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}
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const pan = isPangram(w);
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if (found.length === 0) trackGame('bloom', 'started'); // first word = started
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found = [w, ...found];
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flash(pan ? 'Pangram! 🌸 +' + scoreWord(w) : '+' + scoreWord(w));
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if (pan) bloomPulse();
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persist();
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if (!isFree) syncSoon();
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if (found.reduce((s, x) => s + scoreWord(x), 0) >= maxScore && !fullShown) {
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fullShown = true; bloomPulse();
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fullShown = true; bloomPulse(); trackGame('bloom', 'completed'); // Full Bloom
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}
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}
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@@ -225,9 +227,10 @@
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found.forEach((w) => (byLen[w.length] = (byLen[w.length] || 0) + 1));
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const breakdown = Object.keys(byLen).sort((a, b) => b - a).map((l) => `${l}×${byLen[l]}`).join(' ');
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const pang = found.some(isPangram) ? ' · pangram ✓' : '';
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const text = `Upbeat Bytes · Bloom ${date}\n${fullBloom ? 'Full Bloom 🌸' : tier.name} · ${found.length} words${pang}\n${breakdown}\nupbeatbytes.com/play`;
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if (navigator.share) navigator.share({ text }).catch(() => {});
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else navigator.clipboard?.writeText(text).then(() => { copied = true; setTimeout(() => (copied = false), 1500); });
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const bloomV = mode === 'daily' ? 'daily' : (format === 'wild' ? 'free-wild' : 'free-center');
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const text = `Upbeat Bytes · Bloom ${date}\n${fullBloom ? 'Full Bloom 🌸' : tier.name} · ${found.length} words${pang}\n${breakdown}\n${gameShareUrl('bloom', bloomV)}`;
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if (navigator.share) navigator.share({ text }).then(() => trackGame('bloom', 'shared')).catch(() => {});
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else navigator.clipboard?.writeText(text).then(() => { trackGame('bloom', 'shared'); copied = true; setTimeout(() => (copied = false), 1500); });
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}
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// Quiet "this should count?" — flags a rejected word for the admin queue.
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