Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Stray Fawn Studio · 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.
Game design is fun but runs shouldn’t last over an hour. Or at least ad a rapid mode. It is really necessary to play for 1.5 hours to get steamrolled by the final boss because he fills your board with piggy banks and spikes? Feels terrible to get a good run and not lose because of skill. Especially when making it to the boss on ultra hard mode with a character that has limited time if dropping the hook. Bugs also need to be addressed. Timers don’t align with animations and canceling a hook because of it is so unfun. Also, playing on speed up will make the physics of the hook break making it even more annoying when trying to line up the hook. Good game but not great yet.
After pouring countless hours into Slay the Spire, Dungeon Clawler surprised me in how simplistic it appeared to be, but how similar it became to Slay the Spire once I realized the depth to this great game. Instead of spending mana or card playing cap, you use a claw grabber machine to play your “cards”. But items and effects will feel very familiar to Deckbuilder gurus, as it contains most classic RPG mechanics. The variety of characters and “Debt Levels” are where the game really shines, adding increased complexity, difficulty, and variety to each play through. 5/5 Stars
Great game, needs a bit more substance. There’s a lot of good stuff here, and it was implemented well, but there needs to be more to work for besides unlocking new characters to beat the game with. It just needs a little bit more to help keep the game from becoming stale. Especially since it’s a rougelike, which relies entirely upon getting better after each run. But so far, I haven’t found a way to do that. Maybe I haven’t gotten far enough into the game, but there doesn’t appear to be an option for that. Other than that specific note, great game! Update: After beating the game, what I said previously doesn’t really apply. Playing the game and beating the game doesn’t take long or require much. What players really need to do is just learn how to play the game better. Maybe some tutorials to explain how strength and stuff? But I may have missed that. Anyway, five stars! One of the best mobile games I’ve played
Dungeon Clawler is a Roguelike Claw Machine Deckbuilder. Build your unique deck, fight enemies by grabbing weapons and items from a claw machine and f...