Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗MOBIRIX · 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 really enjoy this game. Play it most every day. And while I don’t begrudge the developers the right to make money through advertising, I’ve just about reached my limit with all the 90 second ads. I doubt that there is five percent of the population (me included) that have an attention span that benefit from watching an advertisement that is 90 seconds in length. I can promise you (based on 35 years in marketing) that a 15 second and is every bit as effective as these drawn out 90 second, multiple click through ads this game currently features. I’m not suggesting the number of ads be reduced, I’m just suggesting that players and potentially advertisers might be happier with shorter ads. Hopefully, this review wasn’t too lengthy, but I can’t just about guarantee you that it took less than 90 seconds to read.
Others have covered how good the game is. I have all the brick/ball games from Mobirix, on two different devices; they’re all great. However, the devs do NOT know how to sell stuff. $50 for some gems and power-ups?!? Not in this lifetime. Devs — here’s the deal: I would gladly spend a few bucks on the lightning bolt power-ups, for those extra-hard levels that I have failed 10 or 20 times. Like level 126... I’m stuck there. Let me buy 10 of them for a few bucks. Please! I’m begging you to let me spend some money! What you’re selling is ridiculously overpriced, but I’d really like to buy power-ups...for a reasonable price. Not $50 or more for a small handful of power-ups plus a large load of gems (which I can get for free every time I log in).
I love this game… It’s very addicting… HOWEVER... The only reason I didn’t rate it five stars is because, the prices are undeniably high. I don’t mind buying different balls or Rubys for those extra hard levels, I just don’t feel what you’re charging for these items is worth the asking prices. As well as wasaasy too many advertisements. My granddaughter and I both play, love and enjoy this game… She’s not as experienced as I am which means she has to use more Rubys to continue than I do. I wouldn’t mind spending money to purchase more Rubys for her. If the price for them was fair and not so expensive. Correct me if I’m wrong… Isn’t the goal to have people enjoy the game? (Spend some money) and overall, enjoy the game? I’m sure if you came down on the prices (not too much) but just a little. More people could/would participate in purchasing more items. I know I would. (Just my opinion and my experience in playing the game) Other than that, AWESOME!!! game... Sincerely, CrazyGamerGurl...
Just focus on breaking. Find best position to deal damage to bricks and break bricks. [How to play] - Fire a ball with a touch. - damage the bricks w...
| Name | Price | Type |
|---|---|---|
| Purchase 300 Ruby | $2.99 | One-time |
| Purchase 550 Ruby | $4.99 | One-time |
| Ruby&Item pack_1 | $9.99 | One-time |
| Purchase 1200 Ruby | $9.99 | One-time |
| Purchase 1150 Ruby | $9.99 | One-time |
| Purchase 3600 Ruby | $29.99 | One-time |
| Purchase 3900 Ruby | $29.99 | One-time |
| Purchase 7000 Ruby | $49.99 | One-time |
| Ruby&Item pack_2 | $49.99 | One-time |
| Purchase 17000 Ruby | $99.99 | One-time |