Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗ANDRII SHULIANSKYI · 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 is genuinely one of the most fun games I’ve played. The progression, label deals, features, tours, and career management are all addicting, and I’ve already put a ton of time into it. I especially appreciate that the developer is actively updating the game because it has so much potential. My biggest piece of feedback is the pacing, especially on Hardcore mode. I enjoy building an artist from the ground up and slowly growing a fanbase over several years. Right now it feels like songs can reach 5–6 million streams within the first few months of a career, which makes artists become superstars much faster than I’d expect. Personally, I think the early grind is the most fun part of the game, and I’d love to see Hardcore slow down that progression so every milestone feels more earned. Overall, this game has an incredible foundation, and with continued balancing and updates I could easily see it becoming the best music career simulator out there.
I tried everything in this genre, this one became my favorite. There are some suggestions: 1) With the new update you added hardcore mode. Honestly it’s not hardcoring enough. It feels only when you are already popular and it’s harder to get 50+ millions monthly etc. But I think It would be much more interesting if you did a small chance of becoming popular. For example I tried this mode and created album with 14 songs, without any promo with 0 hype and I got 2 millions of streams on the first week after dropping this album. It’s kinda boring and unrealistic for hardcore level. 2) You named this game “rapper life simulator”. But there is a problem-too little features except making music. It would be nice if you added more ways to spend money, some festivals, invasions to open for the concert from popular artists, interactions with labels, maybe feature with creating your own label. Merch is too boring, please, add a feature for customizing it. So, it’s still nice, but there are so many directions for growth
I’ve been playing for a while now and I enjoy the base game, there are some mechanics that I would suggest you improve though. First, fix the certifications for individual records because it seems like I need about 1-1.5 billion streams just to be eligible for gold which is actually extremely high. 1.5 billion streams shouldn’t only have 470,000 units sold usually songs will get certified when they reach 75 million or somewhere around there. It also seems like songs will be selected at random to go viral, ignoring things like quality, features, promotions, and music videos. Sometimes I’ll promote a song so much and have a good feature, but a song with terrible quality on that same album will outdo it by millions of streams (I have tested this a few times with many different variables) I’m not saying to make it a guarantee that every high rated song with promotion or features will be a hit, but at least make it to where the chance if far greater than songs without quality, features, promotions, or videos. I would also suggest that you make it so that I have even more control on a song’s quality, like things I can do to make sure a song has better quality as opposed to spamming energy until it has a chance to land anywhere from 8 to 10. I want to be able to have more of an impact. If I want my song to be a 9.8 or a 10, then I should have to do things to get it there for certain; likewise, if I’m ok with a 7.4, then I won’t have to put in as much work, but I still guarantee that I know how good my song is. Also, uploading custom images is not working so please fix that. Thank you!
Rapper Life Sim - a realistic life simulator of an aspiring rapper, musician, or even producer, where every step you take can bring you closer to the...
| Name | Price | Type |
|---|---|---|
| 250K cash | $0.99 | One-time |
| 2K energy | $1.99 | One-time |
| 1M cash | $1.99 | One-time |
| 10M cash | $2.99 | One-time |
| 5K energy | $2.99 | One-time |
| 100M cash | $4.99 | One-time |
| Sandbox | $8.99 | One-time |