BAR FLIP — Privacy Policy

Published by Dizzywalk

Effective date: 2026-09-25 · Last updated: 2026-09-25

This policy explains how Dizzywalk handles information for BAR FLIP, Android package com.dizzywalk.barflip. Capabilities depend on your installed version. The older keyboard-based Android release, version code 200, does not contain the Unity billing, advertising or attribution integrations described below. Those sections apply to the newer Unity game.

At a glance

What we collect and who receives it

Recipients: AppLovin (MAX mediation) and the ad networks it mediates in this release, which are Google (AdMob), Meta Audience Network, BIGO Ads and Vungle (Liftoff); Tenjin (install attribution and ad measurement); PostHog (gameplay analytics and game-tuning settings, processed on our behalf); Sentry (crash reporting, processed on our behalf); Google Play and Unity (purchases); and Google's User Messaging Platform (the consent tool).

We do not collect your name, email address, phone number, contacts, photos, files, messages or precise location through the game, and we never collect the words you play.

Your choices

EEA, UK and Switzerland

If you are in a region where Google's consent tool determines that consent is required (currently the European Economic Area, the United Kingdom and Switzerland), the game shows Google's consent form the first time you leave your first show. On later launches after your first show, it shows the form right after start-up, until you answer.

Until you answer, the game does not start the advertising SDK or connect Tenjin, and it keeps gameplay events in memory on your device only.

After you answer, your choices are recorded in the industry-standard IAB Transparency and Consent Framework format. The advertising SDKs and Tenjin read them directly:

You can change or withdraw your consent at any time in Settings → Privacy choices, which reopens Google's form. Withdrawing consent affects future processing, not processing that already took place with your consent.

When Google's consent tool asks for your choice again (for example after your earlier answer expires), the game shows the form again at the next opportunity, and your earlier choices stay in effect until you answer.

Everywhere else

Outside those regions the game does not show a privacy prompt. Gameplay analytics, personalised advertising and install attribution are on by default, and you can change them in Settings:

Turning gameplay analytics off does not disable billing or guarantee that every SDK makes no network connection.

While the game is waiting for Google's consent tool to tell it which rules apply to you, it does not start the advertising SDK or connect Tenjin, and it keeps gameplay events in memory only. It checks again on the next launch and when you return to the game.

If Google's consent tool reports an error or does not answer within a few seconds, the game uses your device's SIM or network country instead or, when neither is available, its language country together with its time zone. If that country is clearly outside the EEA, the UK and Switzerland, the defaults described above apply. Otherwise the game does not start the advertising SDK or connect Tenjin, keeps gameplay events in memory only, and asks Google's consent tool again until it answers.

Everywhere

If you delete your advertising ID in Android's settings (Settings → Privacy → Ads, on most devices), Android gives apps an ID made only of zeros. When the game sees an all-zero ID, or Android reports that ad tracking is limited, it switches Tenjin to opted-out mode. The game itself does not replace a deleted advertising ID with another identifier for advertising.

The game passes its privacy signals to the advertising SDK before initialising it and updates them when your choices change. It applies the same decision to Unity's purchasing SDK: Unity receives an analytics grant only while gameplay analytics is on, and an advertising grant only while personalised ads and attribution are both allowed.

Gameplay analytics and crash reports

While gameplay analytics is on, our first-party transport sends events to PostHog at us.i.posthog.com.

Events describe screen visits, shows, progression, tactics, scores, durations, and purchase or ad outcomes. They include build, platform and session information, and the random identifier the game creates for this installation.

They do not include the words you play, your recovery code or payment-card details.

Until the game knows which privacy rules apply to you, and in the EEA, UK and Switzerland until you answer Google's form, it keeps gameplay events in memory on your device. They are sent only if gameplay analytics is then on, and are discarded otherwise.

We do not use PostHog autocapture, session recording or tracking cookies in the game.

While gameplay analytics is on, the game also asks PostHog at launch for game-tuning settings (for example event timing and offer rules). That request carries the same installation identifier.

Our in-game crash events use the same transport and follow the same analytics setting. They contain bounded error and stack information with file paths removed, plus app/session context. Events wait in a bounded queue in private app storage; turning gameplay analytics off, or withdrawing consent where consent is required, clears it.

PostHog also receives the network address used to connect, and may use it to estimate an approximate location. These statements describe our own transport, not every operation of the SDKs listed below. See PostHog’s privacy policy.

Separately, to find and fix crashes, the Unity game sends crash and error diagnostics to Sentry (Functional Software, Inc.) at sentry.io, whether or not gameplay analytics is on.

A diagnostic contains the error or crash stack, recent in-app log messages and technical device details (hardware, language, time zone, connection type), device model, operating-system version, app version and build, and whether each play session ended normally or crashed, counted against a random installation identifier that Sentry generates for this purpose only. It does not contain the words you play, your recovery code, an advertising ID or payment details, no screenshots are attached, and our Sentry project is set not to store IP addresses. See Sentry’s privacy policy.

The AppLovin SDK also includes its own crash reporter, which sends information about crashes to AppLovin.

Your words and sharing

In the Unity game you swipe or tap a letter wheel. A bundled pronunciation dictionary and deterministic phonetic rules judge words on your device. No AI service judges them, and that judging path does not send your words to a server.

If you choose to copy or share a duel code, it can contain the bars you played so another player can replay the run. It is not encrypted. You choose where to send it; recipients may decode its words. Our analytics may report that sharing happened, but do not contain the code or its words.

Purchases and recovery accounts

The Unity game offers fixed-content one-time and consumable purchases: a starter bundle, a permanent Tour Pass, a consumables pack and gem packs. There are no subscriptions or automatic renewals. Google Play supplies the price and processes payment. We do not receive payment-card details.

Our commerce service receives purchase tokens, product identifiers and your recovery-code credential over HTTPS to verify and restore purchases. It asks Google Play about purchase status and retains account-linked transaction/refund history, purchased balances, paid-item spending and purchased-equipment ownership. Requests also carry operation identifiers and context needed for safe retries. The game checks signed responses before granting or spending paid value. Initialization and recovery can check purchases and balances even when you are not starting a new purchase.

The game creates a random recovery code for its purchase account. Google Play receives one-way account/profile identifiers used to associate transactions with that account. The recovery code is an account credential: keep it private, save it securely, and do not include it in email or public screenshots. Settings provides purchase restoration and recovery-code controls. Account recovery requires internet and does not restore every locally saved gameplay state.

Purchased aids and gem exchanges need online checks. Purchased equipment restores online after each launch. Ordinary earned progress remains local. Refunds and cancellations can change remaining paid balances or purchased benefits according to the product rules.

Unity In-App Purchasing

Native updates starting with version code 316 use Unity IAP 5.4 or later. Unity can process installation/device/session identifiers, purchase information, diagnostics and network-derived approximate location, depending on the native service path and applicable consent. Unity's consent intents follow the privacy decision described under "Your choices".

BAR FLIP does not ask for an email login or operate a Unity webshop. See Unity's Game Player and App User Privacy Policy and Privacy Policy for its handling and rights channels.

Advertising

The Unity game uses AppLovin MAX for optional rewarded video offered for a stated game benefit. It does not use banners. A full-screen ad may appear between shows, never during one. Installed mediation adapters may include Google AdMob, Meta Audience Network, BIGO Ads and Vungle (Liftoff); the serving network depends on availability and provider configuration.

Advertising SDKs can process advertising/device identifiers, network address, device/app information, ad interactions and diagnostics for delivery, measurement and fraud prevention.

Unless you are in a consent region and declined, or you turned on Do Not Sell or Share, these partners may also use that information to personalise the ads you see, including based on your activity in other apps.

Ad-enabled Android builds declare the advertising-ID permission. The ad SDKs in this build can also use Android's Privacy Sandbox advertising features (such as Topics and Attribution Reporting) where your device offers them. You control those in Android's settings.

Non-personalized ads may still use operational or device data. The gameplay analytics choice is not consent to every advertising use.

Google's consent tool contacts Google on each launch, in every region, to find out whether a consent form is required where you are.

You can reset or delete your advertising ID in Android's privacy settings. Provider policies: AppLovin, Google, Meta, BIGO Ads, and Liftoff.

Attribution and advertising measurement

Tenjin measures installation, session and advertising performance for us. For example, it tells us which ad campaign led to an install and how much revenue installs from that campaign produce.

The game sets Tenjin to opted-in or opted-out mode before connecting it. It uses opted-in mode by default outside consent regions, and in consent regions only with your consent (see "Your choices"). It uses opted-out mode if you turn on Do Not Sell or Share, or if your advertising ID has been deleted or ad tracking is limited.

Tenjin can receive your advertising ID, app and device information, your network address, a small set of named milestones (such as finishing the tutorial or a show), purchase details and ad-revenue details. Tenjin may share attribution results with the ad networks we buy ads from, so they can measure their campaigns.

Opting out blocks our named gameplay, purchase and ad-revenue reports to Tenjin; its SDK may still connect in opted-out mode.

Where consent is required, the game also passes Google's ad-data and ad-personalisation permissions to Tenjin based on your answers. See Tenjin's privacy policy.

Reminders and permissions

Optional reminders are scheduled on your device after you enable them and grant Android's notification permission. These local reminders do not require a push token. You can disable them in the game or Android settings. Network access supports the configured services described here. The game does not request precise GPS location, contacts, photos or microphone access to judge a rhyme.

Why we use information (legal bases in the EEA, UK and Switzerland)

Our service providers and partners are mostly based in the United States, so your information may be processed there. Where the law requires it, transfers rely on safeguards such as the European Commission's standard contractual clauses or the EU-U.S. Data Privacy Framework, as each provider states in its own policy.

You have the right to access, correct, delete, restrict or object to processing of your personal data, and to data portability. You can withdraw consent at any time in Settings → Privacy choices. You may also complain to your local data protection authority.

United States privacy rights, including California

Over the past 12 months, in the Unity game, we have disclosed the following categories of personal information to advertising partners (AppLovin and its mediated networks) and to Tenjin, in ways that may count as "selling" or "sharing" personal information for cross-context behavioral advertising, or as "targeted advertising", under US state laws: identifiers (advertising ID, installation identifiers, IP address); internet or other electronic network activity (gameplay events and ad interactions); commercial information (purchase events and ad revenue); and approximate geolocation derived from IP address. Our partners may draw inferences from this information to choose ads.

We also use service providers, which may not use your information for their own purposes: PostHog (analytics), Sentry (crash reporting), our hosting provider (commerce service), and Google Play and Unity (purchases). We collect this information from your device and from the services named in this policy. We do not collect sensitive personal information as defined by California law, and we do not use personal information to infer characteristics about you.

Your rights. Depending on your state, you have the right to:

The switch in Settings applies to this installation of the game. To exercise any other right, email kristine@dizzywalk.com with the subject BAR FLIP privacy request. Our analytics data is pseudonymous, so we may ask you for details from the app to find the records that relate to you and to verify the request. An authorized agent may make a request for you with your signed permission. We respond within 45 days, or within the extended period the law allows, in which case we tell you why. If we decline a request, you can appeal by replying with the subject Appeal, and we will answer within the period your state's law sets.

We do not ask for your age and do not knowingly sell or share the personal information of consumers under 16.

Other regions

If you are elsewhere, such as Brazil or Canada, you can use the Settings controls above and contact us to access, correct or delete your information, or to ask about how it is used.

Retention, security and deletion

Local progress, settings and recovery codes stay in private app storage until removed, subject to platform backup. Our commerce service retains purchase and spending history to restore paid value, prevent duplicate grants, reconcile refunds and protect transactions. Clearing local data does not request deletion of those server records.

Gameplay analytics events are kept while they are needed to understand and improve the game, and are deleted according to our PostHog project's data-retention setting. Crash reports are kept according to our Sentry project's retention setting.

Advertising partners and Tenjin apply their own retention policies. Transmitted data uses HTTPS; keep your recovery code private.

Contact us about access, correction or deletion requests. Do not email payment-card details or your recovery code; we can explain the appropriate authenticated process. Some transaction/security records may need to be retained for applicable obligations or to prevent duplicate fulfillment. For records controlled independently by Google Play, Unity or advertising providers, their policies explain their own rights channels. Turning off a setting or withdrawing consent affects future collection and does not undo a report already delivered.

Audience and development

BAR FLIP is intended for teens and older and is not directed to children under 13. Contact us if you believe a child has provided personal information through the game. Some art and audio were made with AI-assisted development tools. No generative model runs in the game or judges players' words.

Request account or data deletion

In the game, open Settings → Privacy & delete account to reach these instructions. To request deletion, email kristine@dizzywalk.com with the subject BAR FLIP account deletion request. Tell us whether you want your purchase account, your analytics data, or both deleted.

If available, a Google Play order number can help identify a purchase. Do not email your recovery code, password or payment-card details. We will explain the appropriate ownership-verification process before acting. Opening this page does not delete anything.

Deleting a purchase account removes app-held purchase references, redemption records and the server wallet, including remaining paid balances and purchased-equipment recovery. Earned gameplay progress stays on the device unless you remove local app data. Deletion does not automatically refund purchases or erase Google Play's records. Pseudonymous account and transaction hashes, product identity and verification state are retained without a scheduled expiry to prevent replay of prior payments. Payment, analytics and advertising providers may retain separate records under their own policies. To ask advertising partners or Tenjin to delete data linked to your advertising ID, reset or delete the ID in Android's settings and contact them through the policies linked above.

Contact and changes

Contact Dizzywalk at kristine@dizzywalk.com about this policy or your data. If you email us, we receive the contact details and information you include. We update this page when data handling changes and revise the date above.