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davidbirchall/squad-skills-business

v0.1.0

Solo-business skills for individual makers of software and games: licensing and IP, privacy and data retention, pricing and monetisation, payments and billing, and product analytics. Provider-neutral and not legal advice.

licensing-and-ip

Licensing and intellectual property for a solo maker of software and games - choosing a licence for your own code (permissive, copyleft, source-available), dependency licence compatibility and auditing with licence scans and SBOMs, copyleft traps for distributed apps and games, asset licensing for fonts, art, audio and 3D models, attribution records, AI-generated content and training-data provenance, trademarks and names, third-party and contributor code provenance, an asset-and-licence register template, and store or platform terms. Load when picking a licence, adding a dependency or asset, shipping a build, using AI-generated content, or naming a product.

payments-and-billing

Payments and billing architecture for a solo maker - payment provider categories (merchant of record versus payment processor and what each handles for tax, VAT and chargebacks), choosing one, checkout flow design, webhooks with signature verification, idempotency, replay and ordering, the subscription state machine (trialing, active, past_due, canceled), entitlements stored in your own database and derived from events, never trusting the client, test mode, reconciliation jobs, refunds, tax and invoicing flagged to verify, avoiding PCI scope by never touching card data, secrets handling, failure modes and dunning. Load when integrating payments, handling webhooks, modelling subscriptions or entitlements, or debugging billing state.

pricing-and-monetisation

Pricing and monetisation for a solo maker of software and games - pricing models (one-time, subscription, usage-based, freemium, ads, in-app purchase, premium games), cost-plus floor from real unit costs including LLM and API costs, value-based ceiling, price experiments with little traffic, tiers (maximum three), refunds and trials, game monetisation ethics and dark-pattern anti-patterns, pricing page as structured data, regional pricing, and recording price decisions with assumptions. Load when setting or changing a price, choosing a business model, designing tiers or trials, adding in-app purchases or ads, or reviewing monetisation for manipulative patterns.

privacy-and-data-retention

Privacy and data retention for a solo maker of software and games - data inventory (what, why, where, how long), data minimisation, lawful basis and consent basics (GDPR, CCPA, COPPA flagged to verify), retention schedules and deletion jobs, user data export and deletion endpoints, PII scrubbing in logs and analytics, third-party processor lists, children's data caution in games, LLM prompt and response data handling, breach response for one person, and deriving the privacy policy from the inventory. Load when collecting a new kind of user data, adding a third-party service or analytics, building account deletion or export, handling LLM inputs, or writing a privacy policy.

product-analytics

Product analytics for a solo maker of software and games - events as a typed schema with naming conventions, what to measure first (activation, retention, core-action rate; for games session length, level funnel, D1 and D7 retention), identity and anonymous ids, privacy-preserving defaults, event pipeline from client to your own endpoint or a provider, sampling and cost, dashboards that answer questions instead of vanity counts, A/B experiment basics with sample-size reality for tiny audiences, analysis with SQL, data quality tests, and tying metrics to decisions logged in a decision file. Load when adding analytics, defining events or metrics, building a dashboard, running an experiment, or deciding what to build next from usage data.