Which text is more effective to encourage users to leave review for Android App

I have prepared 2 types of text which used to ask user to leave review in Google Play store for Android app.

It is a dialog, which will pop up, if user has used this app for N times for last M days.

First Text


My name is xxx. I’m the solo developer who develops JStock Android. JStock Android development is difficult and slow. It takes months to build, test and deploy a polished feature. If you like to support my work, please leave me a nice review in the market. Thank you for giving me the extra push to keep moving forward.

Second Text

We love you!

Can we assume that the feeling’s mutual? If you’ve been enjoying our app, we’d really appreciate it if you could leave us a nice review in the market. It’ll really help us grow 🙂

I was wondering, which type of text will yield a better “conversion” result?

How can I make this labyrinth feel more alive/Daedalian and less like an RNG?


I am a big fan of the Angry GM, so I wrote in to “Ask Angry” recently. I don’t really expect a timely response, though, as “Ask Angry” hasn’t made an appearance in a while. So I’m asking this community too.

Spoilers follow about the new D&D 5e starter kit from Hasbro/Netflix (Stranger Things).


Dear Angry,

I’ve recently bought the Stranger Things-themed D&D 5e Starter Kit. I’m a vet of the edition, but thought it could make an interesting thematic introduction to D&D for some friends. The module promises to be interesting, but I am concerned about one section.

The Cursed Labyrinth is supposed to be a Daedalian-style, changes-every-time-you look-back labyrinth. (Think Percy Jackson, but not the movies.) The module asks me to “use the table below to figure out what they find next. If the characters turn around, the maze remains the same until they go around a corner or open a door. Form that point on, the labyrinth makes a new random path.”

Then there’s a d20 table, with 12-14 being “random encounters.” You are to encounter each one up to and only once. One of those 6 encounters (the others are scenic, treasure, traps, or combat) is necessary to the progression of the game: The Lost Knight advances plot and adventure.

My concern:

  1. The labyrinth mechanics do an OK job making wandering around feel somewhat intelligent, if I don’t reveal its randomness and let the players figure it out. That said, I have to roll constantly to generate a hall way or a dead end or a door. (Also, what’s behind the doors? Unknown.)

I would really like to provide the feeling in the Percy Jackson labyrinth, where you know the labyrinth is playing tricks on you, and you have to keep forging ahead. It needs to feel almost alive. And I want to present decision points that are meaningful, not just “left v. right.” Advice?

  1. How do I handle the random encounters, one of which is entirely necessary? My gut says to just decide at an appropriate time point that it happens. The book basically wants me to roll it out, which I am not a fan of, unless it can help the players feel truly lost.

A good answer will…

  • address (1) by suggesting a good way to make the labyrinth come to life, in a tricksy, Stranger-Things-horror-related way;
  • address (2) by suggesting a good way to deal with these “random” encounters; and
  • support suggestions with evidence of how a similar situation was handled and its outcomes, or for how this module was run

A good frame challenge will…

  • explain why the RNG-style labyrinth achieves my goals; or
  • explain why my concerns are unnecessary

It will also

  • support arguments with evidence from the running of this module or another similar situation

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

In a weekly campaign I’ve been running my players have recently reached levels where they are obtaining some of their core abilities. One of my players is a druid, who has chosen the wild shape-focused Circle of the Moon. Now that he can transform into a brown bear as a bonus action his character has made me notice a flaw in my session design: my characters seem to never be at a loss for abilities, spells, and the like. Encounters – combat encounters especially – are always too easy for them.

I should point out that this is my fault, not theirs – if anything they are taking fewer rests than what would probably be considered normal. I find fitting in the recommended number of combat encounters to be immersion breaking. Tossing so many random combat encounters at a group who is making a day trip to kill an ogre harassing a nearby farming village feels very manufactured. The timescale also feels a bit prohibitive – running into so many hostile groups in a single adventuring day seems odd.

The focus of my campaign is the story, not combat. Combat-heavy segments are definitely within scope, likely solving the problems I’ve mentioned, but they will not always be appropriate. I am specifically interested in solutions for when combat-heavy play is not a good option.

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

In a more advanced society that experiences incursions by monsters, do you think weapons such as guns would cost more or less the same as our society? [on hold]

I’m in the middle of creating my own role-play game set in a fantasy/sci-fi setting where the society is attacked fairly regular by monsters and the like; Due to this I’m having trouble with the pricing of weapons etcetera while keeping it balanced and affordable for players so they have a good variety of weapons to try out and buy.

Why does this finite state machine state transition diagram solution has more states than my solution?

I can’t figure out what is wrong with my solution and why does it differ from book’s solution. I think the only thing that matters is the previous state of A so that there should be two states, one for previous A=0 and one for previous A=1. Where am I mistaken? I would really appreciate any explanation.

this is the question

this is book's solution here

this is my solution

How to implement an infinite scroll or Ajax load more

My site is www.grubnglug.co.uk. I use geomywp to search/filter and display posts and do not want to change it.

My question is, how can I implement infinite scrolling or Ajax load more button functionality on the posts, so i can get rid of the ugly pagination buttons.

I tried various plugins but they all load the posts independently rather than integrating with geomywp /it’s template for displaying postsand infinitely loading them.

As a result I end up with two lots of posts – one infinitely loaded and the other as it is currently, with the pagination buttons.

I don’t have coding skills beyond minor tweaks. I’m lost 🙁

Load more and filter (not necessarily in this order)

The problem exposing might seems trivial to you. It still isn’t clear for me which solution to choose.

Saying that you have a input text where you can type anything. Beneath it a list of ten element and a load more button. Once the user clicks on “load more”, ten more elements are added to the list.

My question is, when typing a text to filter, if there is 100 potentials results in the database, should we show the 10 first and a load more button or 20 ? since the user already clicked once on load more, we could expect him to want it to stay as is.


How to simplify tabular UI to more informative and simple UI

I have a screen on dashboard which gives the information of duplicate values identified basis the 5 values of the parent application in 7 categories.

For Example, If a parent application’s (i.e ID-1) 5 values matched with 2 different applications (i.e ID-2 and ID-3) with 34 fields in different categories.

Currently, the UI looks like as mentioned below. For the sake of simplicity I have added only 4 rows here, but it there would be 34 rows as 34 fields matched.

The problem with current UI is that it’s not more user-friendly and don’t give the user upfront information. The user has to keep on scrolling till the end and keeping information back of the mind.

Also, The Match id status filed is redundant for all the rows and same the information of xyz or abc from the Matched with field.

How can I enhance the UI experience by giving the user a view which is group by ID and more upfront information like count based on different category and Filter options to play around.

Category       Field      Value      Matched with        Match id status  ------------------------------------------------------------------------       A-1            A          100000     ID-2                Failed                                      XYZ                 Level-1                                      category1-field2    Jan-18 ------------------------------------------------------------------------ A-2            B          15000      ID-2                Failed                                      XYZ                 Level-1                                      category2-field1    Jan-18 ------------------------------------------------------------------------ A-3            C          150000     ID-3                Passed                                      ABC                 Level-4                                      category3-field1    Mar-18 ------------------------------------------------------------------------ A-4            C          200000     ID-3                Passed                                      ABC                 Level-4                                      category3-field1    Mar-18 ------------------------------------------------------------------------