Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗FredBear Games LTD · 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.
It’s a great game, graphic music etc great. Not much of a story though, no build up of the intro. I agree with the previous reviewer, the camera depth and movement is not ideal given your gameplay requires precision. Reacting to enemies and obstacles gets annoying and you struggle to visualize the space you playing in. Does not exactly play freely and flow as a result. The last it is crashing, a lot more in dark forest almost at every level, when you die. Thanks for all bug fixes. Overall it’s a wonderful game. Definitely worth playing. Rating changed to 5
The world you created looks great and it’s what got me to buy the game. I was excited to see what the story of this world would be, but sadly, no story. The game starts cold (unless there was a story that didn’t play for me?). No idea why I’m on this quest, who the bad guys are, or why there are little ghosts (?) hovering around me. Give me a reason to keep playing. I get you’re going for the old school feel with the instant deaths, the difference here is the you have no space to react to the pitchfork flying at you. Contra gave you a very zoomed out screen with time to dodge the bullets (plus, at the time, the graphics weren’t good enough to have tighter cameras). You made a beautiful game that requires a close camera and therefore no means to react or protect yourself from a quick flying pitchfork from close range. Finally, is there any character ability development? I’m 3 or 4 levels in and would love to know there’s some twists or something to keep this from becoming monotonous.
I agree mostly with other reviewers in that the deaths do get annoying and feel a bit cheap at time. I also feel that the camera is a little close, making jumps and enemies hard to see. I realize that you are going for a sort of old school feel in that aspect. I also think that a three-hit system is more favorable, as a lot of platformer games use it presently. A few other things that bother me some what are the noise the character makes every time he moves gets a little annoying and the way the camera moves with you when you are moving but moves back to you when you stop, combined with the field of depth, tend to make me a little nauseated at times. One addition I would like to see is button location and/or sizing options. I realize some of this is nitpicking and only my opinion but it is because I really love everything else about it. I love all the art and animations a great deal and I like the characters, music and the story a lot as well. It is because of this that I decided to write a review. I enjoy your work and look forward to future projects. Thank you.
Spirit Roots is a traditional 2D platformer where you run, jump, fight, evade traps, collect coins, and beat bosses. With a stitched-together artwork,...