What problems is Adjust solving and how is that benefiting you?
The main problem Adjust is solving for me is creating a clearer connection between acquisition spending and actual user quality. In puzzle game marketing, this is a very important problem because it is easy to over-focus on cheap installs or strong top-level delivery. But cheap traffic is not always good traffic. A campaign can bring in many users, but if those users do not return, do not engage deeply, or do not generate enough value over time, then the campaign is not really helping the business.
Adjust helps solve that by giving me a structured way to measure performance by source, campaign, and partner. That creates a more reliable starting point for evaluating quality. In my work, some of the most important metrics are retention and LTV. Retention matters because puzzle games depend a lot on users coming back repeatedly, not just trying the game once. LTV matters because monetization takes time to develop, whether through ads, IAP, or both. If I cannot connect acquisition to those longer-term outcomes, then my optimization decisions are much weaker.
The benefit is that I can make better choices with budget and scaling. Instead of judging a source only by cost, I can think more clearly about whether it is bringing the kind of users we want for a puzzle game. It also helps reduce uncertainty when comparing partners, because I have a cleaner attribution framework to work from. On top of that, when there is an issue or something looks off, the support team helps resolve questions faster, which makes it easier to keep operations moving without losing too much time.
Overall, Adjust is benefiting me by giving more clarity and more confidence in UA decision-making. For puzzle games, where retention quality and LTV development are often more important than raw install volume, that is a meaningful advantage. Review collected by and hosted on G2.com.