Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Roofdog Games · 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.
I recently went back into my archived game library and rediscovered the original Pocket Mine. I remembered how much I genuinely enjoyed it because of how simple and fun it was. You just tapped, dug, and discovered—there were work cards that added to the adventure without overwhelming it. It was straightforward, relaxing, and addictive in the right way. Fast-forward to 2026. After being out of the loop for years, I saw that Pocket Mine 2 and Pocket Mine 3 existed. I never played the second one and jumped straight into the third. Coming directly from the original, the difference was immediately noticeable—and not in a good way. Pocket Mine 3 feels cluttered with unnecessary additions that completely wash away the simplicity that made the first game special. The startup screens are overloaded with graphics and visual noise, making everything feel busy and unpleasant to look at. Instead of enhancing the gameplay, it feels like the developers just kept adding more features for the sake of adding more, which ended up bogging the game down and making it less fun. Monsters didn’t need to be added. The original recipe worked perfectly as it was. This honestly feels like New Coke—you messed up the formula. Go back. The graphics themselves don’t feel like a true upgrade either, and some of the menus and screens look overly decorated, almost like a scrapbook put together by elementary school kids. The game still has traces of the fun elements from the original, but it doesn’t feel like the same experience. I really think the developers should include an “original style” or classic mode for OG players who come back. This isn’t the game I loved—it’s a different version entirely, and I’m not sure I like it nearly as much as the original.
A few odd choices but a solidly fun game that is well made. Pros Gear has different basic stats, unique abilities, levels, card slots and upgradable. Many different miners with unique abilities and upgrades. Cards are randomly dealt each game and again are varied and upgradable. Many, many different modes and events going on at any given time. No forced ads and paid options are well priced. Cons 5 max stamina when most event modes cost 2 runs out fast due to how short they are. Many event modes play out the same. Adventure screen looks clunky with just boxes of listed game modes. Screen rushes player down while fun occasionally I’d enjoy a few modes that don’t do this. Would pay for permanent x2 cash and extra card slots if reasonable price, these bundled with extra perm stam would be even better. Needs modes based on monster battles and old school mining games where it’s massive and about the mining like a personal favorite for mobile DDDrill.
This game is terrific. I've played for years. It's a great, simple combination of strategy and arcade action. Nothing in this game is a time hog, nothing is rigged so you feel like you have to pay to play. When you do do events vs other people, it's competitive but not destructive. (Meaning you all just go for a high score.) Some events are weighted for players with lots of cards/levels. Some events are equal so that even newer players have an equal opportunity (if they know strategy). What I love so much about this game is that it's a simple to play mechanic that remains fun after multiple years. AND there are no stupid gimmicks to force you to pay or to push ads on you. You can choose ads to help, but they are -never- mandatory or auto triggered. I eventually paid $3.99 to get more energy after 4 years of playing because I felt the developers deserved it. (They are active, have a discord, and listen to feedback too.) Also, there are no stupid stories or cut scenes or anything. It's JUST A GAME! And the leveling system is simple and obvious. Some games pack so many ways and options as to make your brain hurt.
Pocket Mine 3 is an action-packed mining RPG where every tap triggers massive chain reactions underground. Dig deep through blocks, trigger explosions...
| Name | Price | Type |
|---|---|---|
| Energy Upgrade + Starter Kit | $3.99 | One-time |
| Neldril Pack of 5 | $4.99 | One-time |
| Explosive Bank Pack + Extras | $4.99 | One-time |
| Reina Pack + Extra | $4.99 | One-time |
| Small Pack of Rubies | $4.99 | One-time |
| Dirk Pack + Extras | $4.99 | One-time |
| Medium Pack of Rubies | $9.99 | One-time |
| Advanced Pack | $19.99 | One-time |
| Big Pack of Rubies | $19.99 | One-time |
| Mega Pack of Rubies | $49.99 | One-time |