Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Lavaflamestudios LLC · 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.
So this is certainly a nice find if you’re someone who gets pulled in by click-bait-y games that start fun and then become play to win. Similar to how Balatro is a ‘gambling’ game without requiring any real money after purchasing, I can really appreciate this game lets you work through different styles of risk/reward game play without actually risking your bank account. The free trial is pleasantly long and I think gives you a solid idea of what youre in for before you actually commit, granted (and this could be because I was sick when I started playing and just didn’t catch the obvious) I wish it had been a bit more clear that what I was playing was in fact a free trial, not the full experience. In my opinion this games biggest draw backs are that it’s pretty clearly designed with desk top players in mind and is still lacking some quality of life adjustments that would make the game more enjoyable for mobile users (the in game level up menu/shop will automatically exchange your xp when you tap a node without any kind of confirmation when you tap to see what each boost is, however I’ve learned if you tap a blank spot on the menu and drag your finger over the nodes the way you would a mouse you can look at the description without purchasing, and it seems that the achievements this game has aren’t yet supported for mobile to name the two big things I’ve noticed) but once those adjustments are made I’d frankly boost my rating up to a five. Especially since this game is so new to mobile I really hope the devs are working on these adjustments and see some success with this game :)
The game initially is really good for an incremental idle game, but for some reason its new game plus goes in the opposite direction of how you would expect it to work. Instead of restarting the game from the beginning with new upgrades options that help you get further and further into more ridiculously high number it, while still giving new upgrades, drastically increase regular upgrade cost making the game feel much worse as you get further and further into the game. I’m not sure why this was designed this way, when designing a game at your foremost priority is to make it fun (aside from profit, which this choice doesn’t even make sense when looking at from a profit perspective because if you’ve gotten this far you probably already bought the game from the demo) and this choice does the exact opposite of that. (Updated review from being originally 3 stars) How… how do you make a game in such a way that it forgets your purchase of the full game? Like how?
Crashes very often and it makes you lose a lot of progress
The hit incremental game where you must make $1,000,000 to escape! Throw darts, play scratch-off tickets, unlock automation, drop pachinko balls, and...
| Name | Price | Type |
|---|---|---|
| Fortune Mill - Full Game | $9.99 | One-time |