Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Cyan Penguin Studio Ltd. · 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.
Hundreds of points in the games skill tree, up to 50 equipment slots with gear that has random stats and can be enchanted, potion brewing is important and potions can be enchanted as well. When your not optimizing your skill tree, your usually market hunting for new gear or balancing your resources for enchanting or making potions. Game slows down a little once all is set so you normally only put 5-10 minutes at a time making it a great idle game but not the cup of tea for those looking to sink hours straight into a game. Hard to ask more customization out of a game but seeing more synergies in skills and passives would be nice as well as utility skills such as game speed increase, currency increase, passive miasma gain and since the skill tree is limited maybe a skill board with points acquired from achievements or something similar.
Everything seems great so far, something about it seems a bit unfinished but I’m sure with further updates it won’t be a problem. I did notice the leaderboard button in game doesn’t work. I wanted to see where others were haha. Not having a place to contact the dev in game does bring down the rating for me.
Overall the game has promise.. it just feels unfinished.. The skill tree to me gives fake depth and while massive looks largely simple… Builds are also very simple overall… you can either go attack or defense at the end of the day… The core gameplay loop leaves a lot to be desired.. it’s basically: kill 100 monsters slow, kill the next 100 faster, until you eventually hit a wall then prestige… Crafting feels clunky and potion brewing useless… 60 second potions? Okay cool… but how about we replace that with modifiers that exist per prestige instead otherwise I’m not wasting my time… Lack of an endgame or any other kind of loops, prestige depths, or core gameplay changes are what keep me from giving this a higher rating… The dev should look to a game like leaf blower revolution or magic research 2 for good design on looping in multiple prestige’s and adding depth.. For a solo dev project this isn’t bad, again, it just feels largely unfinished..
Voidle is an idle RPG with a 1090-node skill tree, a prestige loop that scales past the visible cap, and gear you can corrupt for explosive trade-offs...
| Name | Price | Type |
|---|---|---|
| Remove Ads | $1.99 | One-time |