Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Spider Nest Games · 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 like the game, and I think it has a ton of potential, but I find it to be very frustrating because the mobile experience often causes cards to accidentally trigger when I’m just trying to read them. I feel like there should be an option to adjust the activation of cards so double tapping them doesn’t activate, and instead dragging them to the appropriate target does (for self-targeting cards just use the top of the screen); this is basically how StS handles it and I’ve put hundreds of hours into that game on mobile with almost no accidental activation. I’ve put maybe 5 hours on this game and I accidentally activate cards at least twice a run, which is really annoying. I would love to play this game more and update my review if this one issue was addressed.
Heard of this game from Dawncaster, and let me say their recommendation did NOT disappoint. The animations are great, building your deck is very much in your control and less rng oriented, and the class playstyles are very fun to play and experiment with. I’m always on the lookout for great deck builders, as many are free to play and the ones that aren’t are usually smaller in scope or horrible balanced, games like Vault of the Void and Dawncaster really are the “height” of premium deck building experiences, definitely will support further to see what content and updates they add if any, for $7 the asking price is more than fair, you can tell there was a lot of work put into this.
Things I’ve appreciated so far: * Solid and diverse puzzle dynamics in enemy setups. * Ability to plan deck archetype by virtue of being able to see card rewards in advance of choosing enemy encounters. * I consider reactive blocking a substantial improvement over the traditional preemptive style. * Design clearly prioritizes UI. Map movement is somewhat nuanced over the traditional tree structure, but selection UI makes the consequences of your choice quite clear. Readability is quite good for my aging vision on my iPhone 13 Pro. Given other people’s comments, perhaps there’s a flaw in the scaling for higher res phones? * I’ve only played the bleed/combo archetype so far, which is solid, but I can see the developer put some thought into organically branching specializations. * Upgrades, rather than being an integer increment, are a one-time revamp of the card. The changes can be quite substantive in terms of utility.
Craft and plan your strategy with Vault of the Void's dynamic deckbuilding! PC/Mobile Cross Save live now! Vault of the Void is a single-player, low...
| Name | Price | Type |
|---|---|---|
| The Weaver | $2.99 | One-time |
| Developer Supporter Pack | $2.99 | One-time |