Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Arnold Rauers · 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.
As far as dungeon puzzle games go, this one is decent but needs some polishing to be great. There’s a good variety of challenging enemies and floor layout situations, but I have to knock off a couple stars for several reasons. The tutorial isn’t nearly long or thorough enough because it doesn’t fully explain all the different enemy types, what they can do, and how they can be defeated. Thus you’re left to figure it out by trial and error, sometimes at the cost of valuable turns or lives. The ‘Help’ menu that provides a breakdown of each of the enemies isn’t actually very helpful because it isn’t accessible while in-game, forcing you to either memorize all the different enemy types or guess and check and hope whatever you try works. Additionally, the descriptions as they are now aren’t the clearest and should be re-written for better clarity and specifics. For example, a relatively easy fix for this could be a symbol system that represents each of the move types and a table adjacent to each enemy that shows the respective move symbols that are effective against them. Also, the swiping controls are buggy at times where it will either make you stop shorter or take you further than where you intended to go. This could be fixed by replacing the swiping motion with the multi-tap sequence used for jump stuns. I.e.: tap move type -> tap tile where you want to go -> and then tap to confirm move. It should be noted that I’m playing this game on iOS, so it’s possible the current swiping based controls are better suited for iPadOS, which I haven’t tried. Finally, there’s no way to save your progress in a multi-level dungeon, so if you have to break away for a bit, there’s no guarantee that you’ll be able to pick back up where you left off. If these issues could be fixed or improved, it would be a near-perfect game.
Gameplay is extremely simple and straightforward. Graphics are two dimensional and stylized cartoons. The soundtrack is short and on repeat. There’s a total of only ten levels in normal gameplay. Those might be reasons you’d be tempted to pass this over as a tactical game. This is a brisk, brutal game where you likely will fail many times. It rewards, though. It’s addictive. The music and the graphics fit the mood and the theme perfectly, no matter how seemingly simplistic. While simple, challenge escalates quickly, and there are modes beyond the normal mode to explore. And the gameplay hits that careful sweet spot where it’s just challenging enough to keep one playing at it over and over (and still fail most of the time) yet incredibly approachable and rewards being observant and experimenting. Really, my only lament is that this game is a huge battery drain when playing. It means my attempting to binge play it as I return to it has a governor on the binge length. And that’s the real tragedy of the game. At some point, you have to take a break because your battery will force you to.
I love how the game is strategic in your moves and attacks with the different enemy attacks, the placement of obstacles, and your own planning abilities. The art style is awesome, and the monsters are really cool in their design. I have two ideas to add tho 1 - Add power ups such as a sword to be able to run into enemies and kill them with one hit, health power ups, and maybe even bombs like the alligator type bomber enemies. I think adding this mechanic to getting the Golden skull for three kills would be the best way to incorporate power ups like these, and have them drop on a random square that you have to get to so you can get and use them to add a little more challenge to using them. 2 - Add some kind of monetary system to be able to buy power ups to start off with or to buy retries and resurrections Could you see about adding these ideas? It would really enhance the gameplay
ENYO is a tactical roguelike about hook & shield combat. Grab your hook & shield and descent as Enyo, the greek goddess of war, into an ever changing...
| Name | Price | Type |
|---|---|---|
| Unlock ENYO and remove Ads | $1.99 | One-time |