Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Sean O'Connor · 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.
Like many players of a certain age, I come looking for something that recaptured the vintage Strategic Conquest, and I wasn’t disappointed. If the makers of this game are looking for ideas on how to make it even better, here’s two: 1) the old Strategic Conquest allowed you to “program” where the output of a city would move - in other words, all the planes or ships made by a given city would automatically head for the front when they were built. This saved a lot of tedium on large maps in the later stages. 2) one of the most satisfying features of the original Civ I was the replay at the end - the small world map with the colored areas showing all the civs would play an accelerated recap of how each power had risen and fallen throughout the game. This would make winning even more fun as you watched how you’d grown from a minuscule power to a world-dominating force.
I LOVE playing this game, and will continue to be addicted to it, but I agree that there are a few features from Strategic conquest, that would be great for this. Definitely bring back the city production list, as that only seems realistic that any warring power would want to take inventory and scheduling on what they’re producing. Also the old game used to have a feature where, before you sent a plane flying or ship on a certain course, you could drag the cursor to a place in the map to see how many sections you’d be traveling, or you could also set a ship sailing all the way across the world if you dragged that far. Also, as morbid as it sounds, I think you should bring back the future of being able to attack your own vehicles, as sometimes you need to clear something out of the way to attack an opponent .
The game has many maps, and the addition of the option to end the game when conquering a certain portion of the map is also convenient. It might be an interesting idea to add maps which are almost all land, to enphasize ground type warfare. Perhaps one of those maps could also have a single small river with a few bases along it's route to emphasize geound warfare, but offer a strategic opportunity to supplement an assault with ships and resources. Oh, maybe another option where there's a chance the difficulty could get even harder (or their resources build twice as fast), and different colored teams merge together against the main player as they conquer more of the map. Maybe that could be a randomly generated thing. Still, a fun, addicting game.
Conquer the world starting from your single home city. Each city can build units (either tanks, planes, paratroopers, bombers, transports, destroyers,...
| Name | Price | Type |
|---|---|---|
| Lots Of Sea Maps Set | $0.99 | One-time |
| Tiny Maps Set | $0.99 | One-time |
| Lots of Land Maps Set | $0.99 | One-time |
| Huge Maps Set | $0.99 | One-time |
| Medium Maps Set | $0.99 | One-time |
| Large Maps Set | $0.99 | One-time |
| Maps That Wrap Set | $0.99 | One-time |
| Fewer Cities | $0.99 | One-time |
| Custom Maps | $9.99 | One-time |
| All pages of all the maps | $9.99 | One-time |