Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Team17 USA · 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 core game is decent. All the shortcomings it has are fixable - developers need to turn the crank faster on updates. Minor updates once a month is too slow - the replayability of the content and new features like the Arena have balance problems and can be burned through way too rapidly with no updates. The delightful aspect of this being in Apple Arcade is that it is not pay to win or pay for play/stamina mechanics. The lack of that may mean it is harder to fund more active development - but if you are putting out this kind of game - it needs a faster pace of content delivery to hold any sort of engagement. A problem more active players have - When approaching a lot of fully upgraded items and summons - the value of chests goes down in terms of total tokens given. There seems to be a mechanic where it will eliminate giving you tokens for thing that are maxed out, and theoretically condense into other items yet to be completed, but the value for each chest is diminished- making finishing items very grindy
I’d glad to see this game finally get more levels, but the issue with the controls is still there. I don’t like that movement resets when using the bracelet. It leaves me stopped and vulnerable in the middle of moving and evading. Dashing some times goes in the direction the character is facing rather than the direction he’s moving, rolling me into combat rather than away from it. Dashing over water doesn’t always seem to work either. I thought it was because I was at an angle, but I was wrong. So it’s unclear what the issue is. Maybe it’s related to the previously mentioned issue of dashing the wrong way. The randomization of leveling up summons is not my favorite mechanism, but I can work with it. Not being able to properly dodge in a game that relies so heavily on it is bothersome. Overall, still a fun game.
In the wake of playing games like mighty doom, a rouge like rpg that doesn’t make you gamble unknown amounts of money to pass levels is a breath of fresh air. This is one of the things Apple Arcade does best, offers you the types of games that often have predatory monetization methods… without them. So far I’m enjoying the progression, and although it seems simpler that the type of game I often gravitate towards, it really is enjoyable not having to question how much money I need to put down to MAYBE get something that MIGHT help me. For fans of games like Archero, Mighty Doom, or less similar games like Hades, you will find a lot to love here, all while not having to worry about yet another 5 fictional currencies to exchange your real world money for. Great job to the devs and Apple for making games like this available in a way that doesn’t manipulate money out of our wallets with weird Pavlovian monetization traps.
Attention Summoner! A rift has broken in our world, now crawling with monsters. It's up to you to heal this rift and save the planet. Shoot, stack up...