b2cBuild consumer apps with validated demand, sustainable unit economics, and growth loops that compound.
Install via ClawdBot CLI:
clawdbot install ivangdavila/b2c| Topic | File |
|-------|------|
| Monetization models & paywall design | monetization.md |
| Unit economics (CAC, LTV, payback) | economics.md |
| Growth loops & acquisition channels | growth.md |
| Retention benchmarks by category | benchmarks.md |
| Stage | Focus | Key Metric |
|-------|-------|------------|
| Pre-PMF | Activation + Retention | D7 retention > 20% |
| Post-PMF | Acquisition + Conversion | CAC payback < 6 months |
| Scaling | LTV optimization + Loops | LTV:CAC > 3:1 |
Consumer products win or lose in the first 30 seconds:
For any B2C decision, apply this framework:
Generated Feb 17, 2026
A startup is developing a consumer fitness app and needs to ensure it hooks users quickly with emotional triggers like health goals, minimizes taps to access core workouts, and defers signup until after users experience value. They must focus on D7 retention >20% pre-PMF and design a monetization model that doesn't solve the problem entirely in the free tier.
A social media app has achieved product-market fit and is now optimizing acquisition and conversion, targeting CAC payback <6 months. The team needs to implement growth loops such as referral programs to boost viral coefficients and avoid vanity metrics by defining clear activation moments based on user engagement.
A mobile gaming company is struggling with high churn and wants to enhance retention by analyzing D1/D7/D30 cohorts and designing monetization that avoids generous freemium models. They should apply the 30-second rule to ensure hooks like curiosity or status drive initial engagement and set kill metrics for retention benchmarks.
A consumer productivity app is transitioning from free to paid and needs to design a paywall early to prevent users from habituating to free features. The focus is on unit economics, ensuring LTV:CAC >3:1, and validating demand through forums to address common complaints before scaling.
This model offers a basic free tier that provides limited value to hook users, with premium features locked behind subscriptions. It avoids solving the problem entirely for free, encouraging upgrades by deferring signup until after users experience core benefits, and focuses on conversion rates and ARPU for revenue.
Common in gaming and lifestyle apps, this model generates revenue through one-time purchases for virtual goods, upgrades, or exclusive content. It leverages emotions like FOMO and status, with monetization designed early to ensure sustainable unit economics and avoid late paywalls that reduce conversion.
This model provides free access to the app supported by advertisements, with an optional subscription to remove ads. It targets casual users who drive volume, uses growth loops like referrals to scale, and focuses on activation metrics to ensure users reach the 'aha moment' before monetizing.
💬 Integration Tip
Integrate this skill by first validating demand through social media analysis, then applying the stage-aware priorities to align metrics with your product's lifecycle, ensuring you avoid common anti-patterns like building for power users.
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