Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗广州虎牙信息科技有限公司 · 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 didn’t know that this game existed on steam and found it on the AppStore. Upon discovery of the game, I immediately fell in love. The game is really fun, although some the tasks seem tedious. The game will definitely improve with time if they keep working on it so I don’t want to suggest anything content wise other than the obvious profession update, which is probably coming, but I suggest that the roll button be bigger or configure-able. Rolling is a very big part of the game and for a mobile game, the combat is actually pretty good, but sometimes I would tap roll and It wouldn’t register. Maybe make an option to adjust the size or something. Also, another thing is sprinting. Sprinting isn’t as bad as most mobile players say it is. Like if you just don’t make your joystick go too far in combat, then it won’t mess you up, but there should definitely be an option to make it so that you can’t sprint at all when you’re in combat. It seems like that may already be the case, but sometimes I really can’t tell because the the combat bool or smth must be set to true for a short amount of time after you hit or get hit. The sprinting really isn’t that bad tho so it doesn’t need to be configured desperately.
Gameplay over all is decent. However, leveling is way too slow. I’m fine with slow leveling in video games, but in this game, it is extremely slow. And if you want to get anywhere in the game, you have to level up.
No auto-play, auto quest, ads popping in your face every 2 seconds, obnoxious IAPs, VIP systems, gambling simulator cash shop purchases, etc. Just a simple Trove/Minecraft-type game. Crafting sandbox with combat elements. Easy to understand and pick up, intuitive mechanics, gameplay doesn’t have any FOMO elements and is mindful of your time so you can pick it up for however long you want to. Cash shop purchases are mostly cosmetics and quality of life (inventory increase, etc) The mobile port is new and in beta, so expect the usual with that. In this case that means the controls right now are not polished. They are slow and uncomfortable. There’s no options currently to customize them, however this will hopefully change in the future. As such, it took me about an hour playing around before I felt comfortable with the mobile controls but I would still say doing combat is extremely poor on mobile (turning the camera is horrifically slow, aiming with bow or staff while shooting has to be done with one finger which is very clunky and bad, etc) Besides that, it’s casual fun. For a free game that’s on mobile, you’re not gonna find many like this available where you can just PLAY a game like you would on pc.
Gameplay and key features: 1. You can freely roam in a huge open world map with various beautiful landscapes, including plains, caves, forests, desert...
| Name | Price | Type |
|---|---|---|
| Starter Pack | $1.99 | One-time |
| 60 Diamonds | $1.99 | One-time |
| 30 Days Membership | $4.99 | One-time |
| Adventure Supplies | $8.69 | One-time |
| 300 Diamonds | $8.99 | One-time |
| 980 Diamonds | $28.99 | One-time |
| 1980 Diamonds | $49.99 | One-time |
| 3280 Diamonds | $79.99 | One-time |
| 6480 Diamonds | $149.99 | One-time |