For App & Mobile Game Marketers

Ad Testing for App Marketers

UA is the highest-volume creative discipline in advertising — dozens of cuts a month, most destined to lose, each one learning its fate on your install budget. The volume is exactly why a $2.45 pre-spend screen changes the economics: at UA scale, screening isn't overhead, it's the cheapest optimization in the stack.


Rank the batch before the account does

The standard loop — launch everything, let spend find the winner — bills you full CPM for every loser's education. Scoring the batch first returns a ranked list in minutes: percentile against 76 top-performing TikTok ads, Hook Strength for the first three seconds, and the exact second attention drops. The bottom of the ranking never enters rotation; the account's learning budget concentrates on cuts with a real chance. Batch-size logic: how many variants to test at once.

Same offer, three cuts — scored before any spendVariant A0.81 · strongVariant B0.55 · moderateVariant C0.32 · weakVariant A gets the budgetB gets a recut of its hookC never spends a dollar~5 min · $0 media spend
The UA screen: the whole batch scored in minutes for $0 in media — strongest cuts enter the account, weakest never spend.

The drop-off second is a creative brief

UA creative iterates by surgery: swap the opening hook, move the gameplay payoff earlier, cut the logo card. The attention curve tells your editors exactly where to operate — "we lose them at 0:05, right before the fail-moment lands" — instead of re-cutting on vibes. The same screen QCs creator deliveries before they enter the account: delivered-UGC testing.

Store assets are creative too

The click leads to a store page, and the store page is a creative gauntlet of its own. Statics — screenshots, feature graphics, icons in context — are converted to a 10-second stimulus and scored on the same benchmark, which pairs naturally with how to test app store screenshots. Honest boundary: playables aren't supported — score the video expression of the same concept and let the playable inherit the winning hook.

Priced for UA volume, auditable against your data

$49/month for 20 analyses up to $399/month for 250 at studio volume (about $1.60 per test), packs from $45, up to 8 free credits to start. And because UA teams live in hook-rate and hold-rate dashboards, the model is trivially auditable: score a batch, launch it, compare the pre-spend ranking to your account metrics. Trust it exactly as far as your own data says to — here's how the score relates to CTR, and the methodology is public.

Screen this month's batch free

Score your next UA cuts before they enter the account — up to 8 free credits, no credit card.

Test Your Creative Free

or read a live sample report first — no signup

Frequently asked questions

What UA creative can I pre-test?

Any finished video (MP4/MOV up to 60 seconds) or static image: gameplay-capture cuts, UGC-style creator videos, motion-graphic ads, and store assets like screenshots — statics are converted to a 10-second stimulus and scored on the same benchmark. Playable ads aren't supported; score the video versions of the same concept.

How does this fit a UA team's creative-testing loop?

As the gate before the account. UA testing normally means launching a batch and letting spend sort it — which prices every loser at real CPM. Scoring the batch first ranks it in minutes for a couple of dollars per cut, so the account only tests contenders and your cost-per-learning drops.

Does a strong attention score predict installs or ROAS?

No — it predicts whether viewers keep watching, which is the gate in front of the install. Store conversion, onboarding, pricing, and the game or product itself decide everything after the tap. Use the score to stop paying CPMs for videos that lose viewers by second three.

By Nina Krecicki · Published