Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Orube Game 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.
Ok, let me start by saying, that I found the first few hours playing this game really fun, and if it weren’t for these issues that I’m about to talk about, I would probably be giving this a higher rating. I am a huge rogue like fan, started with Dead Cells, and now I have, like, twenty and counting. And when I saw that there seemed to be another one for the collection, I was extremely excited. I downloaded the game and found the beginning very fun, interesting leveling up mechanics, I was into it… …Until I reached the level cap… Now, don’t get me wrong, I love a difficult game, but having to, basically, face the same brick wall with a different combination of these 50 levels, just trying to get some progress, having to face the same levels, with the same enemies. Now, I know a rogue like is supposed to be somewhat repetitive at some point in the progression. But this game reached that point, A LOT quicker than other titles I have played. If the developers added some level diversion, like those similar to that of Soul Knight, that would greatly extend the game’s ability to be entertaining for longer. But, anyway, that all that I have to say about this game, the general game mechanics are nice, but the same levels and the same enemies without any diversion can get dull very quickly.
Dwarf Journey is quite a bit better than I thought it was going to be. I haven’t had any issues with the virtual controls - in fact, I’ve found them incredibly accurate - the gameplay area did seem kind of zoomed out too far, but there’s a magnifying glass option you can hit on the fly (don’t even need to go into the settings menu, it’s above your right side of the screen controls) which zooms in the perfect amount (on my iPh11). The graphics are cool… the color schemes used in each area that I’ve seen so far have been great and nothing has been hard to see against the backgrounds…. Really the only negative things I can say are that they didn’t take the phone’s notch into consideration, so unless you play with your phone’s up side up-side-down, you can’t tell how much material you’ve collected so far. That and the text is pretty small, making it hard to read (and this is coming from someone who has set their phone’s text size as small as it goes). Neither of those are things I find big enough to deduct a star…. With all of that said, this is easily one of the best platformer based iOS games I’ve played in a while. It’d be awesome to see a ‘full-fledged’ platformer as a sequel or spin-off or something, instead of the room-based game that’s here. While I understand it’s a lot more work, the AppStore is starved for those kinds of titles, and a higher price-point would be totally justified. Anyway…. I will definitely be keeping an eye on these devs, looking forward to whatever comes out in the future. =D
Its a fun game. Nice to have a rougelite more like Rogue Legacy than Dead Cells. However, the UI does not take the iPhone notch into account and important parts of the interface are obscured when playing the game with the notch on the left side. I use a Backbone controller to play this game so having the left is the only option. Would also be great if the game was aware of the controller and would hide the touch UI
A glimpse of death made the strong and wise warrior Gallar look for a way to continue enjoying worldly pleasures for all eternity. Ancient writings sa...