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I Built, Shipped, and Marketed a Mobile Game in 14 Days Using Only AI. Here’s What Actually Happened.

By Bobby Sayers·2026年6月23日·8 分钟阅读

摘要

文章记录了作者在14天内完全依赖AI工具构建、发布并推广一款移动游戏的挑战全过程。核心工具包括:以Cursor和Codex为主的AI编程工具,通过MCP(模型上下文协议)集成的AppsFlyer归因数据和BigQuery数据仓库,以及基于OpenClaw自主搭建的AI代理CLAW,后者负责用户获取策略的制定与执行。最终5,563次安装、0.39美元eCPI和约2,200美元花费的数据,展现了AI驱动用户获取在速度和成本上的优势。

项目最大的技术亮点是MCP的广泛应用。作者强调,MCP是“最快的投入产出比”,通过AppsFlyer MCP实时获取广告活动表现,通过BigQuery MCP进行原始数据分析,并借助Data Locker将归因数据流式传输至BigQuery,实现了从数据接入到洞察的全链路自动化。CLAW代理被赋予AppsFlyer MCP和BigQuery访问权限后,能够自主执行日常监控、竞品研究、投放策略调整等任务,显著降低了人工操作成本。

在投放策略上,作者经历了从完全依赖AI到逐步理解创意重要性的转变。通过AppsFlyer的Creative Optimization工具,作者得以直观比较不同视频创意的表现差异,并基于AI洞察优化投放。然而,商店审核环节耗时远超开发本身——iOS因应用相似性被拒,Android因图标问题被拒,这反向说明AI在开发效率上的优势,但审核流程仍是不可忽视的瓶颈。

文章最后对试验结果进行了反思。5,563次安装和0.39美元eCPI在绝对值上可视为成功,但考虑到约2,200美元的总花费,是否实现ROAS正向取决于收入数据(文中未披露)。作者将其定位为“既是胜利也是警示故事”,强调了AI工具在快速原型验证和早期用户获取中的价值,同时也指出在规模化投放和LTV提升方面仍需传统经验与人工判断。该案例为AI驱动UA的可行性和边界提供了宝贵参考。

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