We analyzed 22 negative reviews from the top 5 Ventriloquism Log apps on the App Store. Here's what users hate most.
Ranked by frequency — how often each complaint appears in negative reviews.
36% of negative reviews mention this issue.
"Try to play but after 3 minutes it's asking me to watch an ad for more tickets (not even out of the hotel wing). I had to watch 4 ads"
"Just watching the opening cinematic consumes a ticket and the only way to get more is watching an ad"
27% of negative reviews mention this issue.
"I'm just tired of the subscription fees on anything. Give me an option to purchase the program fine. I don't wanna keep paying"
"Spent 9.99 on game just to try to play more & find out that I also need to purchase tickets?"
18% of negative reviews mention this issue.
"your decisions feel inconsequential and only affect some minor details about how some events in the middle of the story play out"
"there are many dialogues with only options that force you into bad situations"
14% of negative reviews mention this issue.
"I opened the app and it's just a white screen. I've been wait for god knows how long and nothing changes"
"The game crashed on me. It just opens to a blank screen now"
9% of negative reviews mention this issue.
"If the app should fail or error and you need a retry, it docs you the points again"
9% of negative reviews mention this issue.
"my issues are with the mobile app; I do a lot of my prep on the go"
"The mobile app is a great companion but it's very difficult to DM from. I can't find the scene selectio"
Design and usability issues driving negative reviews.
Users are locked into watching multiple ads that cannot be exited, requiring app restarts and creating frustration that outweighs gameplay enjoyment
"couldn't exit out of the ad and had to restart the app. Rewatch ads and got to play another"
Tickets continue depleting even when user is not actively engaged with content, punishing players for multitasking or interruptions
"If you get distracted while playing your tickets continue getting used up"
Users discover additional payment requirements after initial purchase, creating perception of deceptive pricing
"Spent 9.99 on game just to try to play more & find out that I also need to purchase tickets?"
Narrative experiences end unexpectedly, leaving users feeling cheated after investment of time and money
"It was actually great at first then abrubtly ends, turned into a really dumb concept"
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