Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗GlobalGear Co. 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.
This is good in all but is there any way that the physics and the designs can be made better?( btw this is literally good in the way) I hope you hear this.
So this game is pretty good, Pros: Decent selection of stuff to put in your levels, Lots of levels to play and lots of places to make levels and the game runs smoothly. Cons: The level system here is Extremely bad, There are some insanely hard levels here at the start of whatever level system it is, And way easier ones at the end. Some of these levels are extremely bad, either undecorated or just plain bad to the point it seems like some newbie just spammed a bunch of blocks and called it a level, literally. The top of the screen can be entered by jumping into it or a block moving onto the top of the screen. This can help with some interesting mechanics so I’ll give it that. Oh and maybe wider levels please. -Random guy that complained
Good variety of traps and hazards to overcome and build in levels. Good level editor. Many creative and fun levels. Many bad levels too. Some so amateurish that they have no place in a professional product. Level difficulty progression very haphazard, with moderately hard levels at start, and many trivially easy levels later. Levels should be curated better for quality and progression.Unknown purpose of collectible coins, since game doesn't keep persistent record of them. Many levels require pixel-perfect positioning, but player movement is slightly too jerky to suit this level design. Jumping, falling, and walking need acceleration adjustment to suit levels, or levels need to require less precision. Levels are playable as is, but often feel awkward with current movement. Player can exit visible level area, which feels cheap and unprofessional. Many levels require player to exit visible area by jumping above the top of the screen, which is very wrong. Visible screen borders should be made solid to the player character, and levels redesigned to account for this.Annoying how player slides quickly down ladders unless climbing upward. Automatic slide down speed on ladder should be slower, similar to falling speed in water, but not as slow to differentiate their functions.
[PLAY] [MAKE] [SEARCH] The Power of imagination can touch the sky! Make your very own action game stages and share them with your friends & family! Y...