Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Hansjoerg Mikesch · 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.
OK, when you’re attacking an island, the timer should let you know when you’re at 30 seconds. Let’s say for example we hit one minute on the timer. When 30 seconds are left, it should say 30 seconds. Every 10 seconds it should say how much time is left. 30 seconds left, 20 seconds left, 10 seconds left, and so on. It should also give you a five second countdown before the timer would run out. That would be a lot more helpful. It’s just a suggestion, but I hope it can be taken into consideration. Also, you should implement a suggestion in the time events with a timer. What I mean is, next time if rollerball ever comes back out, you should implement this suggestion into that event. Thank you so much for rolling out more events and continue the hard work. Thank you developers.
This app had AMAZING potential, but I must say one word: FREAKING SUBSCRIPTION!!!!!! Okay, that was two, but this game was literally in line for my new fav, until I realized it required a subscription. I saw one comment saying (roughly, I’m paraphrasing) that they were tired of finding games where you subscribe to play, and then the editors said (again, roughly) recheck our extended comment, saying notice value not price, virtually telling them that even if you paid $100 per month, so long as it was a fine game it was okay. First of all: that is crap, and makes no sense. No one (unless you’re rich) would be willing to do that. Second of all: I had no clue this was a game for the blind, and I didn’t know that until I checked the comments. And blind people aren’t usually overflowing with money, and so that’s ridiculous taking advantage of them. Please change it! This game would be awesome otherwise, five stars if not for the subscription. We get you need money, but can’t you make at least this one game free? One other thing: the developer is pretty rude to people saying things, and avoids some of their main questions, and doesn’t accept the fact that they could make a one time pay instead of a subscription, so screw them. Sorry for any blind people disappointed by this game like myself (except I’m not blind)
I’m tired of every time I find a game that I think is cool, we have to pay for a subscription, when there are so many free games out for the sighted. This is wrong on so many levels, because a lot of visually impaired people are in the low income bracket, and the developers are just taking advantage. You can’t even play the game unless you subscribe, which is ridiculous. Give us a one time purchase price for the entire game, and I’m all over it, but I don’t do subscriptions, unless an app is providing a service that is important, like whether.
Sonar Islands is a MULTIPLAYER ONLINE game, where all relevant events happen in your ears. Build up your empire, explore and develop 14 different isla...
| Name | Price | Type |
|---|---|---|
| 100 Diamonds | $0.99 | One-time |
| Full Access - monthly | $2.99 | Monthly |
| 500 Diamonds | $3.99 | One-time |
| 1000 Diamonds | $5.99 | One-time |
| Full Access - yearly | $29.49 | Yearly |