Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Yong Kian Chin · iOS
Explore the ad evidence, study the storefront, and build your next acquisition hypothesis.
01 / Creative research
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Explore apps with direct store-link matches. Compare their hooks and formats without assuming the same approach works here.
Browse observed advertisers ↗Store rankings and revenue estimates describe market context. They do not establish ad spend, conversions or ROAS.
Review the market context ↗02 / Storefront & product
Study the product story and store experience behind the acquisition funnel.
03 / Market context
Keep revenue, downloads and store rankings separate from advertising performance.
Heyo! This game is a very quick, precision-type almost platformer (minus the platforms. Do not stand on the saw blades), with an emphasis on the precision, but just the right amount of balance to make victory feel satisfying. Also, the music does not restart when you die, and as a result, jamming is not interrupted by slip-ups (a huge plus post geometry dash). Anyway, sorry to go on and on. I had a lot of fun, and this game is very fast-paced, precise, and satisfying to play. Thank you very much for the opportunity to try your game! It is pretty much perfect, and very fun to play. I always feel terrible giving suggestions to developers, because y’all tend to know what you’re doing, but I was curious if you considered adding wall jumping? It’s possible it would throw something off in terms of gameplay balance, so I’m not sure, but I did feel the potential in the controls and setup. Anyway, thanks so much! I had a blast. (ooh, and also, would you mind telling me your high score? I’ve so far got an unimpressive 13, but I was super curious to be honest. Hehe thanks) Edit: thanks for getting back to me! That bit about the touchscreen makes sense, and after getting a lot more into the game (up at 47, now! Yay!) I definitely agree. Thanks so much for making the game! It’s one of the few App Store games with touchscreen controls that just really click. Good job! (Impressive score! Most impressive…)
So, as of now, this game came out yesterday- I just wanna put that out there. It is so far really amazing, and I love the nostalgic arcade feel it has. Now, I could go on and on about how good it is, but I have a few complaints that might be worth addressing. First off, the gacha system: the first saw-blade skin you buy is 20 credits. Alright.. a bit much but fine. The 2nd is 30… now, especially because you need to jump and collect the point from 10 saw blades to get 1 ticket, this feels like too much. I think there should either be a more gradual increase, or a flat rate. Second, controls. Now i know that the controls are meant to be more retro arcade feeling.. and they work fine, but the directional buttons are a bit glitchy. They kind of just- stop working sometimes. While holding down to go to the side, they sometimes just stop moving while mid jump, without me letting go of the button. Now, I say all of this with full consideration that this literally came out yesterday, and is going to have bugs, however, I hope the devs will address these issues, and hopefully fix them in game.
Now on Arcade, the hyper intense, sawblades-dodging high-score chaser! A storm is coming, but umbrellas won’t help – it’s going to rain SAWBLADES!!...