Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Dean Coulter · 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.
This almost unknown gem is a fantastic little deck builder roguelite. It is both simple and deep. It gives you builds right from the go, and allows you to learn their strengths and weaknesses. In my mind it’s the Downwell of deck builder roguelites. In large part this is because of the art style (which is very similar), but also in terms of the amount of content. To be fair Conjury has quite a bit more of the latter than Downwell, but in deck builder terms it’s quite light. Even so, that is only a criticism insomuch as this game is amazing and having more characters, cards, and items would (theoretically) be amazing. Having said that, I think this game works because of, not in spite of, its scope. If you’re a fan of Slay the Spite and/or Balatro do yourself a favor and play this game. 5 stars on Apple, 10/10 in my heart.
I love this game. There are so many different possibilities for builds and synergies, making each run feel unique and dynamic. The accessibility is on point, and I haven’t encountered any issues with my screen reader while playing this. The only problem I have is that you still get the same amount of gems no matter what difficulty you play, so it feels like there’s no real incentive to play at a higher difficulty level. Also, from completing a run, no matter what difficulty you play at, you only get six gems. With each character taking more and more gems to unlock, it just feels like I have to keep playing over and over and over again to the point where it starts to get old. as I said before, the game is dynamic and randomized enough so that I don’t mind playing repeating runs too much, but I wish there was some sort of reward for harder difficulties.
I've only played the game for a little while, but I really like it. There are two major things that could be immpruved though: 1. There should be a better tutorial. When I started a new game, it didn't show a tutorial of any kind until I tried ending my turn when I still had mana, before that it just did a little intro dialogue before plopping me onto the map without a word. 2. The voiceover support needs work. I don't know how much can be done about this given the game's using the unity accessibility plugin, but the voiceover curser gets stuck on elements, mainly the card hand or rather a single card in the hand and won't let you move it for a bit. One time I think it also got stuck on my coin balance or something similar, to the point where I had to restart the app to fix it. You have a really cool game here, and I hope these issues can be resolved.
Make your way through the eternal darkness of Lumtham woods. It's a journey filled with monsters, peril and tonnes of loot. Collect cards, weapons and...