| Core Identity |
| Developer | Mauris Games OU | etermax | Super Lucky Games LLC | Lahana Games | Fanatee | YEW TECHNOLOGY LIMITED | EYEWIND LIMITED |
| Category | Games | Trivia | Games | Games | Games | Games | Games |
| Platform | iOS | Android | iOS | iOS, Android | Android, iOS | iOS, Android | Android, iOS |
| Store Metrics |
| Rating | 4.7 / 5 | 4.5 / 5 | 4.9 / 5 | 4.6 / 5 | 4.7 / 5 | 4.6 / 5 | 4.6 / 5 |
| Ratings Count | 3,174 | 7,898,488 | 312,532 | 160,824 | 283,379 | 1,017,639 | 245,227 |
| Price | Free | Free | Free | Free | Free | Free | Free |
| Release Date | Aug 22, 2019 | Oct 24, 2013 | Jun 19, 2020 | May 19, 2020 | Mar 8, 2017 | Jan 4, 2019 | Oct 6, 2019 |
| Last Updated | Feb 17, 2025 | May 4, 2026 | May 15, 2026 | Mar 30, 2026 | May 5, 2026 | Apr 29, 2026 | Dec 28, 2025 |
| Sentiment & Reviews |
| Sentiment | mixed | terrible | negative | terrible | mixed | negative | positive |
| Score | 45/100 | 15/100 | 35/100 | 18/100 | 35/100 | 35/100 | 75/100 |
| Praises | - Movie trivia gameplay provides a relaxing and engaging experience for film enthusiasts
| - Core trivia gameplay mechanics remain engaging for long-term users who enjoy challenging friends
| - Trivia content quality provides nostalgic entertainment for players familiar with eighties and nineties pop culture
| | - Educational crossword mechanics provide a relaxing and mentally stimulating daily habit for long-term players
| - Relaxing gameplay loop and aesthetic design provide a calming experience for casual word puzzle enthusiasts
| - Logical puzzle mechanics provide a sharp mental workout for casual players during downtime
- Offline accessibility allows for uninterrupted play without requiring an active internet connection
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| Complaints | - Aggressive ad frequency during active gameplay interrupts the user experience and lowers ranking
- Subscription pricing for ad removal is perceived as excessive compared to industry standards
- Technical instability and loading failures prevent users from accessing the core game loop
| - Excessive ad frequency post-update makes the core trivia experience feel unplayable and frustrating
- Technical instability and app freezing following the latest update disrupt active trivia matches
| - Aggressive ad frequency after every three questions disrupts the flow and ruins the overall experience
| - Excessive Ad Frequency
- Misleading Advertising
- Predatory Monetization
| - Aggressive ad frequency and intrusive ad behavior disrupt the core gameplay loop post-update
| - Intrusive ad frequency and duration post-update disrupt the flow of core gameplay for active users
| - Excessive advertisement frequency disrupts the flow of gameplay after every single level
- Inappropriate hint content in specific levels raises concerns regarding child safety
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| Requests | - | - | - Increased variety and difficulty of trivia categories to keep the experience engaging for long term players
| - | - Permanent ad-free purchase option requested to replace the current high-cost monthly subscription model
| - Cross-device progress synchronization would allow players to retain their level history when switching phones
| - Reduced advertisement frequency or an option to play without constant interruptions
|
| Strategic Intel |
| Strengths | - Actor-specific trivia levels provide a clear differentiator for film-focused segments
- Idle-paced gameplay loop reduces cognitive load compared to high-intensity social rivals
| - User-generated question library functions as a crowdsourced content moat
- Social-asynchronous duels drive high-frequency session loops
| - Offline-play functionality maintains retention in low-connectivity environments
- 10,000+ question library sustains long-term content breadth
| - Broad content variety (trivia, word games, and logic puzzles)
- Massive user base with over 2.1M ratings on Android
- Strong positioning for '7-second riddles' and mystery scenarios
| - Narrative-driven world progression sustains long-term retention
- 11-language library functions as a B2B distribution barrier
- Trivia-based crossword mechanics provide a high-frequency daily habit
| - 18,000-level library sustains long-term daily usage
- Offline-first architecture removes connectivity friction
- Social local-multiplayer mode drives organic acquisition
| - High-frequency puzzle completion drives session length
- Offline-first architecture ensures utility in low-connectivity environments
|
| Weaknesses | - Weekly subscription cost is perceived as excessive by the user base
- Aggressive ad frequency during active gameplay disrupts the core loop
- Technical instability and loading failures prevent access to the game
| - Excessive ad density post-update
- Technical instability on loading screens
- Aggressive subscription pressure alienating legacy users
| - Aggressive ad-to-gameplay ratio drives high churn
- Tournament progression bugs erode competitive trust
- Question difficulty is too elementary for adult retention
| - Extreme ad frequency (ad after every level)
- Uncompetitive $7/week subscription pricing
- Misalignment between UA creatives and actual gameplay
| - Aggressive ad frequency disrupts the core gameplay loop
- Technical instability post-update causes loading failures
- No permanent ad-free purchase option for loyal users
| - 60-90 second unskippable ads drive high churn
- Technical instability during ad-loading sequences
- Inaccurate word definitions diminish quality
| - Aggressive ad-to-gameplay ratio triggers high churn
- Technical instability during touch-based interactions hinders progression
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| Pricing | subscription | freemium | subscription | freemium | freemium | freemium | freemium |
| Momentum | - | Active | Steady | Maintenance | Active | Active | Maintenance |
| Update Cadence | - | 3 versions, ~19d avg | 5 versions, ~18d avg | 5 versions, ~19d avg | 5 versions, 5 majors/6mo, ~16d avg | 5 versions, 5 majors/6mo, ~6d avg | 5 versions, ~83d avg |