Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Kairosoft Co.,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.
Okay, so this IS a fun game. A super fun game. And very addicting. I find it cool that I can marine the product of a game I have made. But a couple of little things can get this to be not so awesome at times, When they don’t need to be, so here’s the review. Just to get started, this isn’t like most of the simulators on the App Store, and couldn’t really be considered that it’s that much of that type of game besides the fact that it is a simulator. It is a fun game, and not terribly hard to get started good, but try not to rush into games directly if you’re reading this to get this game. There are lots of options for lots of things. Advertising, training, employees, and the goes and genres of your games once you build your collection up. Now the bad stuff :). So, this has a few problems, and lacking things, but I think the developers can fix this if they truly want to. My FAVORITE one of these is the fact that every time you have an incredibly good game and about 40%, then suddenly, either an ‘equipment failure’ or a ‘blackout’ in which you lose ‘some points,’ but you actually lose about 60 from each and I think this is FAR too common and FAR too powerful. There are not enough options for contracts. There should be an option to delay a game that would perhaps make you lose some fans but you get to fix your issue AND it would fix the problem too. Otherwise, this is a great game and I think the developers should continue to add to the game to make it even better.
This is honestly a pretty fun game for a mobile. I’ve already completed two 20 year runs and will likely do it a third time because there’s still opportunity to do even better the next time with what I learned the last two times through. I also appreciate that the aesthetic changes you buy with bananas carry over (even if you have to wait until you make it to a bigger office for some of them). Speaking of the bananas, however, I have had some trouble with getting the quests to actually go through. More than once now I’ve done what the quest says (release a game of a specific type) and it hasn’t delivered the bananas. I’ve tried it both in developing and releasing a new game and a sequel. A couple of times it’s acknowledged it maybe the next time I loaded in and said that it had delays (accidents, traffic jams, etc.). I wish there was some sort of acknowledgment to say that you completed it and they’re on their way, but whether it recognizes you’ve completed it or not, the “confirm quest” button just reiterates what the quest is asking for. Even when I have completed the quest and later get bananas delivered, it doesn’t acknowledge the quest as complete. This is really just a minor side detail and doesn’t impact gameplay which is why I’m still giving this game 5⭐️ because the game itself is a pretty fun one and you can experiment with different combinations and directions.
The basic premise involves choosing a platform, a genre, and a thematic category for the game. The development process is broken up into three phases, Story-writing, Graphics, and Sound. It takes the basic premises described above and pile on a ton of strategic elements that really make the game a joy to play from a management standpoint. Outside of improving individual employees, each individual aspect of development has its own experience/level that can be developed, as your team becomes more experienced. A lot of the fun involves balancing making games, with training, with research while making sure there’s enough money until the next big hit. There’s also a very strong appeal to wanting to “make just one more game” or making new engines just to experiment with how new features impact sales. I had no issues with the basic control scheme, if the game hooks you in as it did with me, make sure you allocate enough time for play. It’s the perfect sort of game for mobile devices and there’s so much to do here in terms of developing personnel, researching items, and making games that there’s loads of replayability for quite a long time.
Manage your own game company and try to create a million-selling game in this unique simulation. A special version for Apple Arcade, with support for...