Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Tepes Ovidiu · 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.
The ‘solution’ to every ‘puzzle’ is one (1) of four (4) moves: 1. Swipe up 2. Swipe right 3. Swipe left 4. Swipe down That’s it. Of note: some of the puzzles require a 2nd swipe! Really adds... nothing. The user interacts w/ each puzzle 1-2 times by swiping. After swiping, the user is then forced to watch the dots travel on their path for 5-10s. Assuming that it takes a full second to swipe, the ratio of time inputting vs. time watching the dots post-input is: 1-2 swipes->1.5 swipes->1.5s spent swiping/inputting 5s-10s dot watching->7.5s spent watching 1.5s/7.5s->3s/15s 3s/15s->1s/5s 1 second of input is followed by 5 seconds watching dots Everyone playing ‘1/2 halfway’ ‘solves’ each ‘puzzle’ with an identical process and solution. One swipe(s) followed by watching your dots travel the same path path for the dot to reach it’s target. There is no creativity, no problem solving, and no challenge. ‘1/2 Halfway’ is ~25m of boredom. That’s 4 minutes, 10.2 seconds of interacting/inputting, compared to 20 minutes, 49.8 seconds watching dots dance around.
$1.99 for a game with horrifically easy puzzle design with some ugly line visuals? I would have more sympathy if the game was free but this is crazy. Each level usually consists of no more than 1 or 2 moves. There is no challenge in it. Additionally, the simple line art comes across more as lazy than artistic. The only reason this game uses this line aesthetic is to reduce the need for art assets. Again, if it was free Id have more sympathy. But this game looks like something a 16 year old could whip together in 2 days. I’m going to see if I can get a refund. Giving 2 stars instead of one because at least the description of the game is honest.
The game is amazingly addicting. The puzzles are challenging but not too challenging. The problem is that there’s only 35 levels in total, so I beat it in about an hour.
In a world dominated by black and white, two elements are seeking a path to reunite and restore the harmony. Guide the light elements to destination a...