> ## Documentation Index
> Fetch the complete documentation index at: https://docs.almedia.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Best practices

> The patterns behind a high install-to-link rate and a clear LTV lift for linked users — pop-up timing and design, the homescreen entry point, Rewarded Progression, the Earn Tab and a pre-launch checklist.

[AI prompt: audit my pop-up](#have-an-ai-check-your-pop-up-design)
[AI prompt: audit my entry point](#have-an-ai-check-your-entry-point)

How to read this guide
This is a layout guide, you make it game native

Every example is illustrated with Freecash art to show the structure. Rebuild it&#x20;
**game native**: your fonts, colours, frames, art style. Keep only the Freecash
logo at certain touch points, and keep the exact reward values intact.

## Outcome 01 · How to maximize your install-to-link ratio

Three levers decide how many installs turn into linked accounts: when the pop-up fires, what it
says, and whether players can still find the offer later.

### Pop-up design

The design of the pop-up should be native to your game — font, style, frames. The example
artwork only illustrates which components it should include.

Do

<ul />

Don't

<ul />

#### Copy you can ship as-is

#### Social proof

<ul>
  <li>“Join millions of players already earning daily.”</li>
  <li>“Join a community of over 80 million players earning real rewards.”</li>
</ul>

#### CTA

<ul>
  <li>“Earn Rewards”</li>
  <li>“Start earning rewards”</li>
  <li>“Link Account & Get Rewards”</li>
</ul>

Bonus tip

Make the in-game reward escalating: raise it on every re-show after a dismissal, up to one
final best offer.

### Where to place the pop-up

Timing alone separates the strongest integrations from the average ones. The same creative
performs very differently depending on when it fires.

Do

<ul />

Don't

<ul />

### Have an AI check your pop-up design

Copy the prompt, paste it into ChatGPT, Claude or Gemini with a screenshot of your pop-up. It asks for what it needs, then scores your pop-up against every rule in this guide.

> **Read the pop-up audit prompt**
>
> ```text theme={"theme":{"light":"github-light","dark":"night-owl"}}
> You are auditing the Freecash Link pop-up inside a mobile game against Almedia's Link best practices. Your job is to tell the team exactly what is wrong with their pop-up and how to fix it.
>
> ## Step 1: get the visual
>
> If no screenshot or screen recording of the pop-up is attached to this message, ask for it now and wait. Say exactly what you need:
> - A full screen capture of the pop-up as a player sees it, gameplay behind it included.
> - Ideally also a short screen recording showing the moment it appears.
>
> Do not audit anything until you have it.
>
> ## Step 2: ask what a picture cannot answer
>
> Once you have the visual, ask these questions in one short numbered batch and wait for the answers:
>
> 1. How many minutes into the player's very first session does the pop-up first appear?
> 2. Does it appear on its own, or does the player have to tap an icon, menu or shop tab?
> 3. If the player dismisses it, what brings it back? (Every few levels? Every X minutes of play time? Only once per session? Once per install?)
> 4. Can it fire directly after a rewarded ad or an interstitial?
> 5. What percentage of users currently see it?
> 6. Is dismissal blocked for the first few seconds, and is a countdown shown?
> 7. When a player links, is the in-game currency reward shown on the pop-up actually granted, and how soon?
> 8. Is the pop-up built in your game's own fonts, colours and UI frames, or is it Freecash-branded artwork?
>
> ## Step 3: check against these rules
>
> **Timing and placement**
> - Appears within the first 2-5 minutes of play time, inside the very first session.
> - Force-shown: it appears on its own, no tap required.
> - Reshown every few levels, and at most once every 30 minutes of play time, to any player who has not linked yet.
> - Rolled out to at least 90% of users.
> - Never fired straight after a rewarded ad or an interstitial.
> - Not capped to "once per session" or "once per install".
> - The surrounding screen is quiet: the pop-up is clearly the only thing on screen.
>
> **Design**
> - Covers at least half the screen, with the gameplay behind it dimmed out. A small card over barely dimmed gameplay fails.
> - Built game native: the game's own fonts, colours, button shapes and art style. Only the Freecash mark and the exact reward values stay as-is.
> - Dismissal blocked for the first 5 seconds, shown as a small countdown next to a greyed-out close button.
> - The $10 sign-up bonus is stated outright in plain text. This is the single most impactful element.
> - The in-game currency reward for linking (coins, gems, tickets) is shown on the banner, and actually granted on linking.
> - Real-world payout options are shown as logos or plain labels (cash, gift cards, PayPal / Visa / Amazon) with no dollar amounts attached, so the value reads as real money.
> - Exactly one reward-led CTA. Shippable wording: "Earn Rewards", "Start earning rewards", "Link Account & Get Rewards".
> - No "Sign Up", "Link & SignUp" or "Link to Freecash" wording. Those describe an action, not a benefit.
> - No second competing button such as "Check Link" next to the main CTA.
> - The Freecash icon is present so the offer is recognisable and trusted.
> - One social-proof or trust-signal line is present. Shippable wording: "Join millions of players already earning daily." or "Join a community of over 80 million players earning real rewards."
> - Uncluttered: a balance of icons and short text, never a wall of copy.
> - No vague rewards ("Coins for playing", "Cash bonus", "Real Rewards"). Every reward is named with its exact in-game amount, for example "500 Coins".
> - Only one dollar figure on the whole pop-up: the $10 sign-up bonus.
>
> ## Hard rule on money wording
>
> There is exactly ONE dollar figure allowed anywhere on the pop-up or entry point: the **$10 sign-up bonus**. Nothing else may carry a dollar amount.
>
> - Never recommend adding a second money number, for example "$5 in Gift Cards", "Earn $50 a month", "$2 cash back" or a payout total.
> - Vague reward wording like "Real Rewards" is fixed by naming the reward type and its exact in-game amount ("500 Coins", "3 Gems"), not by attaching a dollar value.
> - Payout options (cash, gift cards, PayPal, Visa, Amazon) appear as logos or plain labels with NO amounts attached.
> - If the material shows more than one dollar figure, mark it a fail and instruct the team to remove every dollar amount except the $10 sign-up bonus.
>
> ## Rules for you, the assistant
>
> - Never start the audit before you have the visual material. If it is missing, ask for it and stop.
> - Never guess. If something cannot be judged from the screenshot or the answers, mark it "Cannot tell" and say exactly what you would need to see.
> - Do not invent rules beyond the ones listed above. These rules come from Almedia's published Link best practices.
> - Never propose a second dollar figure. The $10 sign-up bonus is the only monetary number allowed.
> - Write for a design or product manager: plain language, no code, no SDK details.
>
> ## Output format
>
> 1. **Scorecard**: a table with three columns, Rule | Pass / Fail / Cannot tell | What you can see.
> 2. **Fix list**: every failed rule as a concrete change, ranked by impact on install-to-link rate and LTV. One sentence each, written as an instruction ("Move the pop-up to fire at minute 3 of the first session").
> 3. **Copy check**: quote the exact wording currently used on the CTA and the reward lines, and give the replacement wording where it breaks a rule.
> 4. **One-line verdict**: how far this integration is from the strongest setup, and the single highest-impact change.
> 5. Close with: full guide at https://dev.almedia.co/overview/best-practices and "Send your setup to link@almedia.co for a human review."
> ```

### Homescreen icon

Most players don't link on the first pop-up. This is what brings them back without interrupting
them again — and it is the most commonly missed part of an integration.

Do

<ul />

Don't

<ul />

### Where to place the entry point

Three placements work. Ship at least one, and the homescreen corner first.

<ol>
  <li>
    ![Game homescreen with the FreeCash Rewards icon pinned in the corner of the HUD, showing coins and cash art with a label under it.](https://docs.almedia.dev/images/best-practices/placement-homescreen.webp)

    <dialog aria-label="Game homescreen with the FreeCash Rewards icon pinned in the corner of the HUD, showing coins and cash art with a label under it." />


    Homescreen · start here

    #### Homescreen corner

    Every unlinked player passes it every session, and every linked player uses it to reach
    Rewarded Progression or the Earn Tab.
  </li>

  <li>
    ![Game homescreen with a Freecash special offer banner docked below the bottom nav, stating 300 coins, a \$10 bonus and an Earn Rewards button.](https://docs.almedia.dev/images/best-practices/placement-banner-rounded.png)

    <dialog aria-label="Game homescreen with a Freecash special offer banner docked below the bottom nav, stating 300 coins, a $10 bonus and an Earn Rewards button." />


    Banner

    #### In-game banner

    A wide strip docked against the bottom nav, carrying the reward value in text.
  </li>

  <li>
    ![In-game coin shop screen with the FreeCash Rewards tile placed as a third option next to the coin packs.](https://docs.almedia.dev/images/best-practices/placement-shop.png)

    <dialog aria-label="In-game coin shop screen with the FreeCash Rewards tile placed as a third option next to the coin packs." />


    Shop

    #### Inside the shop

    Sits next to the currency packs, exactly where players already come to get more.
  </li>
</ol>

### Have an AI check your entry point

Copy the prompt, paste it into ChatGPT, Claude or Gemini with a screenshot of your homescreen. It asks the questions a screenshot can't answer, then scores your entry point against this guide.

> **Read the entry point audit prompt**
>
> ```text theme={"theme":{"light":"github-light","dark":"night-owl"}}
> You are auditing the persistent Freecash Link entry point (the homescreen icon) inside a mobile game against Almedia's Link best practices. Your job is to tell the team exactly what is wrong with their entry point and how to fix it.
>
> ## Step 1: get the visual
>
> If no screenshot is attached to this message, ask for it now and wait. Say exactly what you need:
> - A full screenshot of the game homescreen with the entry point visible in place, not the icon file on its own.
> - A close-up of the icon itself.
> - If the entry point also lives in the shop or as a banner, a screenshot of that too.
>
> Do not audit anything until you have it.
>
> ## Step 2: ask what a picture cannot answer
>
> Once you have the visual, ask these questions in one short numbered batch and wait for the answers:
>
> 1. Where exactly does the entry point sit? (Homescreen corner, shop, banner, menu, somewhere else?)
> 2. Is it visible permanently to every player who has not linked yet, or only during certain sessions or after a level gate?
> 3. Does it stay visible after the player has linked?
> 4. After linking, what does tapping it open: Rewarded Progression, the Earn Tab, or the Freecash app?
> 5. Does it carry an attention cue: a red notification badge, an animation, or a colour highlight that separates it from ordinary shop buttons?
> 6. Do you fire a reward notification badge when a milestone is reached?
> 7. Does the player ever have to open a menu, settings screen or sub-page to reach it?
> 8. Is the frame around it built in your game's own art style?
>
> ## Step 3: check against these rules
>
> **The icon itself**
> - A persistent, tappable icon that carries the Freecash mark so it is instantly identifiable.
> - The surrounding frame is styled natively to the game's theme, while the Freecash mark stays intact.
> - A reward signal is on it: cash, coins or a gift cue, so the player knows a reward sits behind it.
> - It draws the eye: a red notification badge on the corner, a subtle animation, or a colour highlight.
> - It has a label. A bare Freecash logo or the plain Freecash app icon used alone reads as a random brand icon and fails.
> - It does not look like just another shop button.
>
> **Placement and lifecycle**
> - Permanently on screen for anyone who has not linked yet, not just for one session.
> - Never buried in a settings menu, an overflow menu or a sub-page.
> - Good placements: the homescreen corner first, or inside the shop next to the currency packs, or a wide in-game reward banner carrying the reward value in text.
> - It stays visible after linking as well. This is load bearing: it is the route into Rewarded Progression and the Earn Tab, so hiding it after linking cuts off both the LTV feature and the revenue feature.
> - Badged with a red "1" on every milestone the player achieves, via a reward notification.
> - Any reward cue on the icon or banner names an exact in-game amount, never a vague line like "Real Rewards". The only dollar figure allowed anywhere is the $10 sign-up bonus.
>
> **Why it matters**
> - Most players do not link on the first pop-up. The persistent icon carries the long tail of links, which is a large share of total linked users and therefore of the LTV lift.
>
> ## Hard rule on money wording
>
> There is exactly ONE dollar figure allowed anywhere on the pop-up or entry point: the **$10 sign-up bonus**. Nothing else may carry a dollar amount.
>
> - Never recommend adding a second money number, for example "$5 in Gift Cards", "Earn $50 a month", "$2 cash back" or a payout total.
> - Vague reward wording like "Real Rewards" is fixed by naming the reward type and its exact in-game amount ("500 Coins", "3 Gems"), not by attaching a dollar value.
> - Payout options (cash, gift cards, PayPal, Visa, Amazon) appear as logos or plain labels with NO amounts attached.
> - If the material shows more than one dollar figure, mark it a fail and instruct the team to remove every dollar amount except the $10 sign-up bonus.
>
> ## Rules for you, the assistant
>
> - Never start the audit before you have the visual material. If it is missing, ask for it and stop.
> - Never guess. If something cannot be judged from the screenshot or the answers, mark it "Cannot tell" and say exactly what you would need to see.
> - Do not invent rules beyond the ones listed above. These rules come from Almedia's published Link best practices.
> - Never propose a second dollar figure. The $10 sign-up bonus is the only monetary number allowed.
> - Write for a design or product manager: plain language, no code, no SDK details.
>
> ## Output format
>
> 1. **Scorecard**: a table with three columns, Rule | Pass / Fail / Cannot tell | What you can see.
> 2. **Fix list**: every failed rule as a concrete change, ranked by impact on install-to-link rate and LTV. One sentence each, written as an instruction ("Move the pop-up to fire at minute 3 of the first session").
> 3. **Copy check**: quote the exact wording currently used on the CTA and the reward lines, and give the replacement wording where it breaks a rule.
> 4. **One-line verdict**: how far this integration is from the strongest setup, and the single highest-impact change.
> 5. Close with: full guide at https://dev.almedia.co/overview/best-practices and "Send your setup to link@almedia.co for a human review."
> ```

## Outcome 02 · How to maximize LTV with Rewarded Progression

SDK 1.1+ needed

Rewarded Progression lives inside your game. The player sees their progress and their rewards
without ever opening Freecash, which is what keeps them playing and cuts churn.

### User flow after linking

Pay out loud, then show them where the progression lives.

<video src="https://docs.almedia.dev/images/best-practices/rewarded-progression.mp4" controls playsInline muted preload="metadata" aria-label="Screen recording of the post-link flow" />

<ol />

### Badge every milestone

A reward notification is what pulls the player back into progression.

Bonus tip

Badge the icon with a red “1” on every milestone the user achieves, using a reward
notification. [Technical guide for this](https://github.com/almedia-tm/almedia-sdk/blob/main/Documentation~/integration-guide.md#reward-notifications)

## Outcome 03 · How to maximize revenue with the Earn Tab

SDK 1.1+ needed

The Earn Tab pays you a \$3 CPA for every completed offer. It is an additional feature for
already-linked users.

### User flow for the Earn Tab

Players will not find the Earn Tab on their own, so it gets its own launch moment: a dedicated
pop-up, one short tutorial, then the same Freecash homescreen icon as the permanent way back.

<video src="https://docs.almedia.dev/images/best-practices/earn-tab-flow.mp4" controls playsInline muted preload="metadata" aria-label="Screen recording of the Earn Tab flow, from the dedicated pop-up through the Earn Tab offers and back into the game" />

<ol />

### Earn Tab pop-up

Same rules as the link pop-up: exact reward stated, one CTA, no wall of text.

Do

<ul />

Don't

<ul />

Launching the Earn Tab

Fill in the short Earn Tab survey so we have every asset we need to set it up for you.

[Start the Earn Tab survey](https://link-asset-hub.lovable.app/earn-tab-survey)

## Full user flow from start to end

The whole journey in one recording: the pop-up firing in the first session, the link and Freecash
sign-up, back into the game for the in-game payout, the homescreen icon, and finally Rewarded
Progression.

<video src="https://docs.almedia.dev/images/best-practices/full-flow.mp4" controls playsInline muted preload="metadata" controlsList="nofullscreen" aria-label="The complete flow end to end, from the first session and the pop-up firing, through linking and the Freecash sign-up, back into the game for the in-game payout, the homescreen icon, and finally Rewarded Progression." />

## Checklist

Every box ticked is the strongest setup we know of today for install-to-link rate and LTV per
linked player. Each core box is worth 10 Link Coins; the Earn Tab is a bonus stage worth 15 a box.

/  Link Coins

core +  bonus

Submit your integration. We will give you feedback.

Send us your Link setup and we will review it against everything on this page. Running your own
A/B tests? Send those results too.

[Submit your integration](https://link-asset-hub.lovable.app/survey)

Questions: [link@almedia.co](mailto:link@almedia.co)


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.