Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Andrew Leyba · 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 let me start off by saying this is a great game with a great concept. The turn based fighting feels spot on. The pixilated design is perfect and the exploration feels rewarding to descend a floor. However there’s some improvements needed. First, I would like to see some more monsters, gear, and floor levels. I have played for quite some time and eventually it got a little boring once I did everything. I would also like to say that it’s a very hard game at first. Getting food and gear takes time. The upgrades and perks seem to have little impact on actual gameplay. The gear on the other hand does have a major impact. I noticed that the ranged weapons are very useful in the later levels. The game has 3 classes: Rogue,Archer, and warrior. Not much really changes when using these classes except for starting gear and perks. Overall I recommend this game to anyone who wants a challenging yet simple to use dungeon crawler. The game can be played with one hand and doesn’t require much grind as it saves progress even if you quit. I do not regret buying this and hope for new content in the future.
I enjoy the game, but it is frustrating how little information there is explaining the game. The tutorial is worthless. It only shows the most basic things that are easy to figure out on your own (moving, fighting). What do the icons mean? Does an apple core mean I’m hungry or that I’m full? What does a sword with a number next to it mean? Is my weapon deteriorating? Every potion starts unidentified. When you drink one, the game should at least tell you what the affect was. I usually have no idea what it did. There seems to be a way to dodge. Is it automatic? If it’s manual How do you do it? I enjoy exploring a game and finding new monsters, loot, places. I don’t enjoy trying to figure out game mechanics.
I found this game through Reddit and love what the developer did with it. I haven’t played much but can tell it would be a wonderful time passer with no adds and addictive game play. It’s also nice that you can set it down and pick right back up in a run. I haven’t played many games like this and it made me realize how much I enjoy rouge like games. Its totally worth it for the price with no persuasive in app purchases. The only con I’ve found is not playing it. 😀 For developer **These are all suggestions, and I don’t know how hard it would be to add them but the game is perfect right now (so don’t feel obligated/urged). I got what I payed for and I’m not qualified to tell a developer how to make their game.** If I could change some things about the game it would probably be adding blue (or whatever color) squares on the map to see items you’ve interacted with. Maybe a difficulty level system (Eg. sandbox, easy, medium etc.) or getting awards on the main screen to use on themes for the dungeon. Or maybe even adding a use for the exit button on the bottom left of the main screen. I also second the review that suggests the ability to sell at shops.
Gloomgrave is a roguelike turn-based dungeon crawler where you will explore, loot, and fight your way through the ever-shifting dungeon to defeat the...