Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Noe LE PHILIPPE · 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 play loop is fun, it takes a while to progress but not so long that it gets boring. If you put in the time and play the game you definitely feel it. I like the way combat works, it’s unique that you can’t attack people above you. It stops new players from attacking people that are way furthest progressed sitting on toms of money and just getting way more resources than they should have. I think of attacking more like investing. You pay the “attack tax” and hope the person you’re attacking doesn’t spend what they have so you get it all. Very cool concept. Simple, creative, but addictive and fun!
IVE BEEN WAITING AND IM HYPE read the other reviews and since it’s a small game I’m sure the dev will listen to the community. Give it like a few weeks maybe a month and it’s gonna be just as fleshed out as the last one with the multiplayer mechanics straitened out. Very exited for the future of this and it’s concept💪💪💪💪💪dev plz keep it up👍 ALSO I think this game will really fall off for me if it doesn’t eventually get a clan or guild system and friendly events where you fight as a team or something.
I played Progress Knight:Mobile pretty religiously, getting super deep into the end game, so I figured I’d give the Multiplayer version a shot. The PVP seems exciting at first, because when you click on an enemy to attack, it shows that you can get a ton of resources. Then you realize it’ll take 25 minutes to attack them, and by the time you get close to the end there is a huge difference in the projected gained gold. This is for two reasons: one, the initial projection is based on how much gold the opponent will gain in the time it takes to attack them; and two, if the opponent is active, they are likely actively spending their gold, reducing how much you can take from them. There is no indication as to who is afk and who is not, so you start off with the expectation of a huge gain and end up feeling more like the time was wasted. There is little interaction in the PVP with your opponents beyond clicking on their name, and you’re not allowed to attack players who are richer than you. In general, any amount of coin gain in a game like this is welcome, but the PVP is really underwhelming.
Progress Knight: Multiplayer is an exciting incremental player versus player game that builds on the success of its predecessor, Progress Knight: Mobi...
| Name | Price | Type |
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| Longer boosts | $1.99 | One-time |
| Fast autolearn | $1.99 | One-time |
| Gift longer boosts | $1.99 | One-time |
| Gift fast autolearn | $1.99 | One-time |
| Gift Remove Ads | $1.99 | One-time |
| Gift 5 boosts | $9.00 | One-time |
| Gift 10 boosts | $18.00 | One-time |
| Gift 20 boosts | $35.00 | One-time |