Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Christophe Coyard · 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 did serve a purpose and was fun to unlock the characters and some challenges. but what’s annoying is that on the journey mode which has the potential to be so much fun. Zero explanation to what increasing and decreasing the values actually do in game. i’ve tried a mix of things and they are all impossible because not one thing makes sense. does increasing the quantity or the loot a good or bad thing? does increasing loot quality mean there’s less quality or more or rarity of items? does it mean i’ll find less or more lol. hopefully they can add some explaining
This game has a problem that many roguelikes share, which is that some of its “difficulty” arises from the statistical risk that it might generate a board which is impossible to beat even with perfect play. At lower levels of difficulty this is acceptable because it’s reasonably rare, but in some of the game modes, and with some of the characters, particularly the extremely imbalanced/gimmicky ones, you’ll find yourself losing because of an impenetrable wall of damage that no amount of preparation can forestall. This is frustrating. The counterpart to this is that the RNG sometimes produces games that are arbitrarily too easy, even at a higher difficulty setting. Victories achieved this way are unfulfilling. That feeling of unearned victory bleeds over into a suspicion that all of the victories were due to flukes. The interplay of the various game item cards encourages a range of play styles and makes each character feel unique, which is nice. The corresponding downside to this, which I think others have pointed out, is that you are often at the mercy of the RNG and you will wind up often using one or two default strategies based on the first couple items you happen to get. Overall, this game is not particularly difficult. I got to 100% completion on this game in about 3 weeks of casual play. I like the game’s visual style, and it has a fun dungeon-crawl-throwback aesthetic.
I just happened to check to see if this developer had come out with any new games, and was super excited to see he just came out with this one! I have played all the other games by this developer in the past, and they are always clever and well done. They’re also always priced fairly with no ads or IAP. And the file sizes are small and they don’t drain your battery. And they always save your progress so you can play when you have a short break. Everything is done right. The tutorial is excellent, and this game is quick to learn so you can start playing. It’s a really enjoyable mashup of card game and dungeon crawler. I look forward to playing this more and more. There’s lots of variety and replayability here. Thank you developer for doing such a great job and monetizing fairly too. The App Store needs more good guys like you. I highly recommend this game!
FORWARD: Escape the Fold was created to be the perfect bitesized roguelike dungeon crawler. Choose your champion and face a relentless crawl through...