Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗TouchMint · 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 started a long time ago playing Adventure to Fate, Future arena. I had my cute thumbnail and had fun with the campy, 8-bit music! But, then, after a few years, the spectacular new Lost Island came and I felt washed back with fear, excitement and awe! I had wasted so much time playing around that now I had a beefy, courageous, gorgeous, beautifully composed Roguelike rpg that required all of my true attention! I had so much to learn and I now give ATF its true love, flashy thumbs, intro, news updates and my real grit! It is fantastic and my channel will play it through all iterations! Thanks, Mint!
I want to commend the developer for including Voiceover support which enables more people to enjoy games. While I don’t use it and can’t speak to its functionality, it’s admirable that they put in the extra effort to make that happen. That said, I was looking forward to this game but unfortunately I personally found it somewhat l frustrating for a few reasons. Overall encounter balance feels a little off, with some enemies doing massive amounts of damage even against defense-focused builds. The game is also heavily focused on potions and consumables, and while you do get a large amount of them, you can only hold 3-4 (at least as far as the second zone where I keep dying) during combat. It’s also very tedious to repeatedly go into the inventory and equip or use them after almost every fight. Side note: making the inventory the default screen that opens when you tap the menu button would be a small QoL improvement in my opinion. There are a lot of invisible encounters and traps as you move through the world. This compounds the issues above. Traps seem to remain active even after you’ve triggered them which is a little strange, and occasionally they do very high damage. I’m not suggesting removing either of these but maybe tweak their frequency a bit, and disable a trap after it’s been triggered. One last suggestion: please make the little triangles(?) that indicate a room transition more visible. Overall this game has a solid foundation and hopefully will see continued adjustments to balance, because I do think it’s pretty good as is but could turn out great with a little tweaking.
I preordered and have no regrets. I love that I can just exit when I need to and it saves. Balancing seems good and fair (so far). I’m also enjoying the systems and mechanics. I am a bit confused why the cloak is using the chest slot instead of a “back” slot. My only minor complaint. I’m looking forward to play more. Now I’m curious about previous games this developer has made.
Adventure To Fate aims to find a perfect balance between casual turn-based RPG gaming and a deep replayable strategy game. The easy-to-use interface a...