Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Ivan Yakovliev · 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 think you have made some awesome games. I appreciate how simple they are, while maintaining depth of strategy. I adore this game, especially. I like being able to play for three minutes and leave, and I have recently been having fun in the map editor. I’d add that I feel the generosity you’ve extended to players by releasing it ad-free is what makes the world go round’!What I Enjoy:- I think Skirmish and Mountains have been high quality additions. - I’m a huge fan of how many campaign levels there are.- I love the map awareness, decision-making, and micro-management it forces me to develop.Some Hot Spots:- It’s hard to see the AI redirect all their nodes at once, while I have to do it one at a time. I don’t think one at a time is bad, however.- In the editor, I wish I could delete just a connection, instead of the entire node.- Nodes at the top and bottom of the screen interact with the buttons, so I have to zoom in, click on the nodes, then zoom back out to play.Wishes:- A node that can be destroyed.- A node that can send units to any other node.- Custom map dimensions in the editor.- Custom mountain sizes (the slider is already there!).- I can drag to aim a node and I can drag to move the screen, but dragging doesn’t do anything else. For instance, what would it feel like to be able to select multiple nodes by drawing/dragging a circle around them? I can imagine being able to upgrade them like this, or control their flow. Thank you, again. I find it hard to hear feedback on my projects, so I hope you can find some inspiration in my words. I look forward to your future!
Second Update: I finally yanked it around level 350 because I got sick of losing due to a twitchy interface made for tiny fingers. A good basic concept. I hope someone remakes it with an eye towards good UI design. Update: I've played up to level 316 because I basically like the game. But it's UI is badly coded in one very aggravating way that keeps making me quit. The gray background slips around if you accidentally touch it while trying to touch-adjust one of the circles. It's simple enough to change how the grey background picks up touch gestures. Yes, a two finger pinch should adjust its size, as it does. But there is no game play reason for the background to respond to a single touch gesture by slipping around on screen, wrecking a round of this fast paced game. So this is either a coding error, or an attempt to make the game feel highly fragile, and hostile to larger fingers. Original: I have played through 160 levels, and have found the bad interface the hardest part of the game. The background slides under your finger unless you hit the tiny targets precisely. Over half the time, this is what loses the game. So, while it begins as an interesting puzzle-game, from level to level, ultimately I just want to toss it because of its aggravating UI design. I like the basic concept, but I've never played a game so openly hostile to the wrong sized fingers.
The game isn’t bad, it’s well programmed, no ads, nothing is “wrong” or “bad”. The AI is just, a bit too good, haha. I feel like the AI is very, very good at taking advantage of any opportunities it can. Eg. As soon as it has enough units to take my point, it attacks, and because the default order is to send All units to the selected destination this happens a lot. It’s surprisingly difficult to maintain even seemingly simple defenses. I’m not quite sure what changes would make this game better, but it was worth trying, and I’ve tried other games from this developer and they seem quite competent.
Opacha-mda is a simple strategy about capturing planets. It has no advertisements or microtransactions. This game is a remake of my old game yioStrate...