Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Sami Sierla · 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.
I hate tap to move but at least there is an action button. I love this game I just wish at the very least your character didn’t have to finish moving before you can tap again. Also I wish they had an endless mode because once you beat the game it’s not as fun to replay unless there are more challenges or something. Still 5 stars.
Now, I’m a fan of roguelike and indie RPG games, having played such great ones like Tales of Maj’eyal or Avernum, and this one, unlike many of them that stand out there, doesn’t have much to it. You have three basic classes and an attribute system, but the system is so simplistic, it may as well not exist. Putting points in anything other than your main stat (strength, dexterity, or intelligence) or vitality is completely pointless, because there’s no more mechanics than swinging your sword, shooting your bow or staff, and using scrolls... If you have a lot of intelligence. Something only mages can do without sucking. So really, the attributes may as well not exist. Just have some health on level up and damage boosts, and you have the same effect. Speaking of the gameplay, it is pretty much just a bare bones dungeon crawler. The only real mechanics to it are positioning and using your weaponry. Throwing in a load of healing consumables for good measure. Combat tends to consist of “Move back to the corridor, smack/shoot until things die or you lose health, where you eat a snack, rinse and repeat”. It doesn’t have any diversity in classes, and it doesn’t have any real tactics to it either, so again, it’s very bare bones in that regard. Now, that isn’t to say that I had a bad time playing it. It was just kind of underwhelming. If you want a mindless hack and slash, this is a good game for it. If you want to play a game that stands out and has personality, or that has interesting mechanics and gameplay, this isn’t the one.
Then I played Cavern. I didn't understand it the first couple times I played but once you start learning and understanding all the little quirks and tricks in the game it's really fun. The maps are all procedurally generated so every time you play you'll have to do some exploring. I hope this game comes out with a content update that adds secret floors, more things to explore similar to the water fountains and bookshelves, or more character designs. I like the fact that the ghosts in the cavern are named after other player's characters that died. It's kinda like dark souls how you can summon a ghost to fight with you except instead of a real player it's a dumb cpu. They're useful anyway.
Cavern is a dungeon crawler in the vein of genre classics like Rogue and Nethack - but with original game world not based on any existing roguelike. E...