Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Francesco Mendogni · 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 enjoyed the game for the most part and think some of the complaints mostly come from people who played the other forgotten hill games and found it hard to adjust to a new style. my complaints: the mechanics really aren’t that difficult to use, especially if you’ve played 3d mobile games before. however, there were a lot of times that i couldn’t find something and had to look it up just to realize that i had to move around in a certain way to look behind or on the side of something. that got pretty annoying because a lot of times the item would be hidden somewhere that i already clicked 10 times but i didn’t click and move in juuust the right way so it appeared i couldn’t look closer at it. the ads are super annoying and pop up very frequently. granted, most of the time they aren’t very long. i think it makes more sense to have an option to watch an ad to get a hint like most escape room adjacent games do. i would have rather watched an ad to get a hint than have to go online when i couldn’t figure something out. the game was fairly difficult (for me at least) so you would still get a lot of people watching ads. but having them pop up mid game play constantly did make me want to quit the game a few times.
What’s with all the negativity!? So the Hill took a foray into the “3D” (ish) realm. It really only adds a smidge of 1st person motion. The controls were simple & straightforward (unlike those counterintuitive ones, in which u scroll a ‘joystick’ downward in order to look upward etc). You look around by scrolling the screen, move forward by clicking. There are a couple inventory items u can inspect more closely in 3D. I was dreading some huge departure; some terrible mistake. Thankfully, i didn’t let that stop me from trying the game. & whaddaya know- nothing major has changed! Still creepy, still clever. In fact, this may have been the most sensical Hill game yet (in terms of puzzle solving)! 👍👍
Between you guys and Rusty Lake's "The Past Within", it seems like all my favorite indie game devs are conspiring to add intense motion sickness to their solid game franchises. It would be relatively easy to make an option that lets the third of us who get motion sick play: have 4 locked directions in each room that show all the walls, add arrows to the sides for the player to switch between them, remove the swoopy transitions side to side and the swoops in and out of zooms, badabingbadaboom. You can keep the game essential 3D mechanic bits like the objects that can be viewed and turned around if you like, turning an object is much less sickness inducing than turning your environment, and plenty of those objects were really interestingly designed. But yeah, the 3d element of the environment didn't add anything but motion sickness for the third of the population affected, and it removed some of the charm of the art style.
Step into the dark and twisted world of Forgotten Hill, where horror and grotesque creatures lurk in every corner. As a member of the Third Axis organ...
| Name | Price | Type |
|---|---|---|
| Remove Ads | $1.99 | One-time |
| Remove ads and free hints | $3.99 | One-time |