Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Dinosaur Polo Club · 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.
The game is very addictive, and well thought out. It would be a 5-Star if not for a frustrating aspect of the competitive challenges. I don’t think you should have “Mysteries” in the competitive global challenges. The nature of the “mystery” turns the ranked games in to a luck-of-the-draw game. I just played a game where I never received a bridge (other than the starting bridge), on a map that has two rivers in the middle of it. Sure enough, my homes, and city buildings continued to spawn on opposite sides of rivers, and I had no choice but to send all my traffic over a single bridge. I could not get my score over 300 (the bottom 15% ranked). Had my “mystery” included bridges, my result would’ve been very different. You should only “rank” the play of people against each other if they play the “same” game. A game where the players are all presented with the same “choice” and trade off for that choice. The game is random enough in its spawns of buildings, but that is driven in part by where I place my roads. But all players in ranked games should be presented with the same known reward choices (not random mysteries) when the week passes. Being able to choose a bridge, or expressway, etc. . , as a reward for making it through the week lets the player make a strategic selection. Their is not a strategic choice when choosing blindly between Mystery A or Mystery B. The competitive match literally becomes multiple 50/50 coin tosses. Some people will win those tosses, maybe all of them, and some will lose, maybe all of them. That just makes the game frustrating and unfair.
This game is so amazing and fun to play. The graphics are simplistic but very well thought out and designed. There are some major flaws though. Firstly the houses pop up in clusters that are sometimes impossible to connect together functionally. Sometimes they also pop up on the completely opposite side of the map, which without an interstate or an abundance of road tiles, is near impossible to connect. Some kind of semi organized spawning of the houses and the destinations would make it easier to get a higher score. When larger groups of different colored houses start to accumulate in one area it makes it extremely difficult to manage traffic, since all the cars are trying to go different directions. It would also help if the every destination had more than one entrance. It seems sometimes that I have to end up wrapping an entire road around a destination just to connect to the singular entrance it has. A free building game play mode where there is no pressure of destination pins and timers would also be a great feature. Being able to expand your city to an immense size with endless roadways, freeways, and bridges would be such a great extension of the game. Unlimited resources wouldn’t even be necessary considering without the constant fear of pins building up on destinations you could simply continue to choose your upgrades every week that goes by. Overall I think the game is fantastic and I spend hours playing it, but there is definitely room for improvement.
I enjoy this game as it is a fun strategy game that I can play at my leisure. I enjoy games where I get to build things so this is a perfect game for me. Trying to figure out the “best” road system is quite challenging. Houses and target building have a tendency to pop up where I plan to continue my roads which adds to the challenge and encourages planning ahead. I have found that round about sat major intersections and multiple routes help significantly. I have trouble getting much past 1000 trips but am working on it. I feel like it has lost its draw now that I tend to hit the same issues. It’s nice that you can pause the game and come back to it. I think with some minor tweaks I would go back to playing this game again.My suggestions to the developers:1. Give stop lights a purpose - I haven’t used them in a long time as I have only seen them slow traffic down. It would be nice if they allowed for more efficient routing of cars or replace them with traffic mgmt service to allow for car routing to alternate routes that aren’t as crowded2. Some label to show which house and cars are going to which buildings (it’s not always clear to me once you have 2 or more target buildings of the same color) 3. Fast forward button. Early in a new game there is a fair amount of down time waiting for houses to pop up or make it to the next week to get more road tiles and the bonus building option. I foresee a fast forward button just like the play and pause buttons
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