Avsnitt
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This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Guests: Julian Werner, Jan-Michel Saaksmeier
Youtube: https://youtu.be/oUjBwWHGSGw
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
01:00 Introduction to Bytro and Grand Strategy Games
06:09 The Unique Combination of 4X and Battle Royale
13:08 Bytro's Niche Appeal and Lack of Direct Competitors
15:55 Exploring New Onboarding Methodologies
23:04 Advertising on TikTok and Bold Marketing Strategies
25:25 Balancing Innovation and Niche Appeal
26:30 Maximizing Monetization with Rewarded Ads and Speed-ups
27:05 Tailoring the Gaming Experience with LTVs and Segmentation
29:30 Leveraging TikTok for Creative Advertising
30:17 The Importance of Web and Mobile Platforms
31:44 The Power of Influencer Marketing
33:19 Transitioning to a New Game Engine
34:39 Managing Community Expectations
45:21 Upcoming Game Releases and Hiring Opportunities
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Takeaways
Bytro specializes in grand strategy games with a unique combination of 4X and Battle Royale elements.
It started as a browser games company and has expanded to mobile.
Bytro collaborates with other studios to explore new onboarding methodologies and is working on implementing mini-game tutorials and a hero collection meta-game.
They face the challenge of balancing innovation with maintaining their niche appeal. Rewarded ads can be a valuable tool for monetization, especially when combined with an inventory system that offers speed-ups.
Leveraging LTVs can help tailor the gaming experience for different types of users, such as providing extra boosters for non-IAP players or players from tier 2 and tier 3 countries.
TikTok is a powerful platform for creative advertising, and leveraging UGC (user-generated content) can be highly effective.
The web platform is still relevant for game monetization, but the price situation and native advertising platforms can be challenging.
Influencer marketing can provide access to incremental audiences and is becoming increasingly relevant as more influencers emerge.
Transitioning to a new game engine can be a significant step up, especially in terms of presentation and user experience.
Managing community expectations during transitions and updates is crucial to maintaining player engagement and revenue.
The company is hiring for positions in monetization and game design.
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Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #117. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQAgenda00:00 Epic Intro05:04 Revenue and Downloads10:47 Gameplay and Difficulty14:41 Boosters, Shop, and Wheel22:40 Introduction and Revenue Analysis23:20 Ad Formats and Estimated Session Length24:15 Interstitials, Banners, and Rewarded Ads25:31 Ad Revenue Comparison and Potential26:09 Mobile Gaming and Revenue Potential27:27 Web Store and Other Revenue Sources28:36 User Acquisition and Advertising Channels29:36 Estimating Profit and Revenue30:05 Mobile Gaming Industry and Revenue Potential31:37 Creatives and Daily Challenges34:36 Playable Ads and End Cards36:05 Game Mechanics and Themes39:01 Improvements and Gameplay Experience41:46 Creative Concepts and Variance44:23 The Story of the Game and Studio---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------TakeawaysWood Nuts and Bolts Puzzle is a highly challenging and demanding game that requires strategic thinking and quick reflexes.The game features a time-based win condition and offers various boosters and power-ups to help players progress.Rankings and daily challenges add to the game's engagement and competitive nature.Advertisements play a significant role in the game, with interstitial ads shown after every level and the option to watch rewarded videos for boosters and additional time.The game's ad revenue is likely substantial due to its high engagement and active user base. Understanding the revenue potential of a mobile game requires analyzing daily ad revenue, session length, and ad formats.Different advertising channels can impact ad revenue, and it's important to optimize CPI and LTV for profitability.Creatives play a crucial role in attracting users, and the absence of certain elements, like daily challenges, can impact performance.Considering the performance of a game in different countries and adjusting CPI and LTV accordingly is essential for profitability.Regular analysis and optimization are necessary to maximize revenue and ensure long-term success.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-aiFelix Latest Article - https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Saknas det avsnitt?
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Welcome to Star Wars Hunters - where under the bright lights of the Arena, survivors of the fallen Galactic Empire and new heroes alike face-off in spectacular gladiatorial battles that will solidify the victors as legends throughout the galaxy.
Love shooter games and arena combat games? Then get ready to dominate your opponents in Star Wars: Hunters.
This is no BS gaming podcast 2.5 gamers session #116. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
00:00 Introduction and Compliments to Jakub
01:09 Introducing Star Wars Hunters
04:00 The Confusing Menu Design
05:19 Comparing Star Wars Hunters to Other Mobile Games
08:36 Monetization and Revenue Potential
10:26 Gameplay Overview: Hero Shooter and Objectives
13:02 Gameplay Experience and Controls
15:08 Monetization: Battle Pass and Cosmetics
20:06 The Misuse of the Rewarded Ad Button
23:00 The Potential and Flaws of Star Wars Hunters
25:06 Power Progression and Monetization
27:05 Roster Size and IP Licensing
28:15 Potential of PvE Content
29:31 Marketing Strategies and Creatives
30:32 Uncertain Future of Star Wars: Hunters
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Takeaways
Star Wars Hunters is a mobile game that features a 4v4 hero shooter gameplay.
The game has a variety of cosmetics, but the differentiation is limited, and the monetization mainly focuses on unlocking characters sooner.
The menu design of the game is confusing and overwhelming, making it difficult for players to navigate.
The hosts express disappointment with the lack of meaningful power progression and the abundance of scripted quests.
The misuse of the rewarded ad button in the game is seen as a missed opportunity for additional monetization.
Despite its flaws, the hosts acknowledge that the game has potential and could have been more successful with better execution. Star Wars: Hunters lacks power progression and struggles with monetization.
The small roster of characters and lack of recognizable IP may contribute to its limited success.
The game could benefit from adding power progression elements or PvE content.
The marketing efforts include high-quality creatives on platforms like Facebook, Google, TikTok, and YouTube.
The game has received organic traction, but its long-term success is uncertain.
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Total Battle is a war strategy game that will allow you to become immersed in a fantasy world of battles between ancient civilizations, magic kingdoms, and great empires. Join the legendary heroes of the mighty kingdoms and build your empire in the magical world of Total Battle!
Join the company of legendary heroes in Total Battle who’ll defend their territory at all costs and fight against monsters, barbarians, wizards, elves, and other foes. Develop a base and establish a strong tower defense to win all the kings battles in this medieval strategy war game and become the Lord of all the Kingdoms!
This is no BS gaming podcast 2.5 gamers session #115. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/7cgAiDFMsMg
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
01:46 Overview of Total Battle and Score Warrior
04:43 The Success of Total Battle
06:31 Positioning of Total Battle in the 4X Genre
09:17 The Gameplay and Mechanics of Total Battle
21:08 The Future of Total Battle and the 4X Genre
25:03 Introduction to Total Battle and its monetization success
26:16 Unique mechanics: Onboarding tutorial and hospital system
30:39 Effective creatives and user acquisition strategies
37:13 Total Battle's Strong Presence on YouTube
46:56 Potential concepts for Total Battle's creatives
49:07 Success in the competitive 4X genre
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
Total Battle has achieved significant success, generating $600k per day in IAP revenues.
The game features innovative onboarding mechanics, including a simulated 4X map within the city.
Total Battle incorporates puzzle mechanics and a story mode to engage players.
The game has experienced a surge in popularity, reaching a peak of $14 million in monthly revenues in May 2024. Total Battle is a successful 4X strategy game, generating around $600k per day.
The game features unique mechanics, such as an onboarding tutorial within the game's map and a hospital system for resurrecting troops.
Total Battle utilizes effective creatives and user acquisition strategies, with a variety of concepts and playables used to attract and engage players.
Total Battle demonstrates the potential for success in the competitive 4X genre.
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Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://lancaric.substack.com/p/how-to-soft-launch-a-mobile-game
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Dive into the fascinating world of Match Factory, the brand new puzzle game from the creators of Toon Blast & Toy Blast. Once you play, you will come for Match Factory every day!
Connect identical items, sort tiles, and clear the board in this mesmerizing match 3D game. Challenge your puzzle-solving skills as you keep sorting and matching objects until every item is cleared from the screen. It’s not just a puzzle; it’s a test of your wit and strategy. Whether you’re on a grand adventure or simply taking a break, Match Factory will always be there to entertain you. In-app purchases do require an active internet connection.
This is no BS gaming podcast 2.5 gamers session #114. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/XUKwsSU5JYU
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic Intro
01:34 The Impact of High-Quality Creatives in Game Advertising
38:06 Demographic and Audience Targeting in Game Advertising
44:02 The Potential of Ad Platforms for Game Advertising
48:47 High Hopes for the Future of Game Advertising
51:31 The Emphasis on Positive and Engaging Creatives
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
The conversation explores the gameplay mechanics, monetization strategies, and market competition in the mobile gaming industry.
The potential impact of adding ads to the game and the quality of the game's visuals are discussed.
The market landscape and the potential for the game to become a major hit are considered. The positive impact of high-quality creatives in mobile game advertising
The potential of different ad platforms like TikTok and Android for game advertising
The importance of demographic and audience targeting in game advertising
We have high hopes for the future of game advertising
The emphasis on positive and engaging creatives in mobile game advertising
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Bang Bang Survivor is finally a game where Jakub can discuss social features. Monetization is much more fleshed out. The art is much more approachable. UI is much better, even though it's still sh*t. I'm sorry. It's...
BangBang Survivor is a Roguelike shooting game with unique graphic style. The story is set in a future era where a natural disaster sweeps the Earth, causing a rapid spread of biochemical infections and unleashing hordes of zombies. By that time, natural resources are scarce, and civilization are severely damaged. Players will take on the role of an outstanding commander to protect humanity and rebuild the Earth, utilizing various skills to fend off endless zombie attacks and defend our territory.
This is no BS gaming podcast 2.5 gamers session #113. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/JKI3IdKJdPE
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
02:58 Insights into Chinese Game Development
06:04 Monetization Strategies and Social Features
10:04 Exploring Game Mechanics and User Experience
28:23 Game Monetization and Ad Revenue: A Detailed Analysis
30:39 Creative Strategies for Game Advertising
31:26 Improving User Interface and Game Features
32:21 Ad Revenue Breakdown and Missed Opportunities
53:40 Closing Remarks and Acknowledgments
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
Comparison of 'Bang Bang Survivor' and 'Doodle Magic'
Insights into Chinese game development and monetization strategies
Discussion on social features and player engagement in mobile games
Exploration of game mechanics, balancing, and user experience
Insights into the mobile gaming industry and revenue generation Detailed analysis of game monetization and ad revenue
Insights into creative strategies for game advertising
Discussion on the potential for Western market success
Considerations for improving ad revenue through better integration
The need for streamlining game progression for Western audiences
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://lancaric.substack.com/p/match-3d-ua-playbook-real-data-inside?r=7qqaf
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #112. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Special guest: Anton Volnykh
Youtube: https://youtu.be/M5p00E7Su3g
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
00:00 Epic intro
03:36 Admiring Say Games' Work
09:19 Transitioning to Hybrid Casual Games
14:08 Consequences of Different Approaches
27:45 UA Automation and Internal Tools
29:40 Building Analytics System and SDK
31:32 Shift from Ad Revenue to IAP Revenue
32:28 Testing and Data-Driven Decision-Making
33:27 Scaling the Game Economy with Currencies
36:21 Balancing Interstitial Ads and User Retention
42:20 Optimizing Monetization through Ad Segmentation
57:48 Building Games at the Right Pace
01:01:36 Working Towards Bigger Games and More Revenue
01:03:32 Learning from Teams with App Monetization Experience
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
Anton Volnykh
https://www.linkedin.com/in/antonvolnykh/
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Takeaways
SayGames focuses on automating processes and using internal tools to operate their games.
They work closely with their teams to help them transition from hypercasual to hybrid casual games.
They have a continuous process of iterating and improving their games.
They have built their own analytics system and SDK.
They have seen a shift from primarily ad revenue to a significant amount of IAP revenue. Testing is crucial in game development and monetization, and data-driven decision-making is essential for success.
Interstitial ads in games should be carefully balanced to avoid negatively impacting user retention.
Segmenting users' ad experiences based on factors like platform and user behavior can optimize monetization.
Continuous learning and adaptation are necessary in the gaming industry to stay competitive and achieve success.
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Screw Jam, developed by Quok Games and published by Rollic, is a successful mobile game with daily revenue of 150k+ in InApp Purchases and an additional 80k+ in Ads revenue. Screw Jam combines the mechanics of Tile Match and Zen Match, creating a unique gameplay experience. It features physics-based puzzles and a streak mechanic that adds depth and challenge to the gameplay. This hybrid casual game has a well-designed progression system, including a battle pass and various boosters.
This is no BS gaming podcast 2.5 gamers session #111. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/CF4_FaWrpNc
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
March3D UA playbook: https://lancaric.substack.com/p/match-3d-ua-playbook-real-data-inside
Agenda
00:00 Epic intro
01:20 Introduction and Background of Qukk Games
03:23 The Success of Screw Jam
11:08 The Streak Mechanic and End Monetization
14:05 Unique Gameplay: Physics-Based Puzzles
16:32 Deterministic Levels and Mastering the Game
18:36 Exploring Gameplay Mechanics and Features
22:12 Analyzing Ad Placements
27:30 The Impact of Rewarded Ads
30:57 Speculating on Success and Scalability
35:30 Rollic Games' Strategy
36:39 Introduction to Mobile Game Advertising
37:08 Playable Ads and Reward Mechanisms
40:06 Exploring Hybrid Casual Games
43:21 The Use of Intellectual Property in Mobile Games
46:25 Leading Publishers in the Hybrid Casual Game Space
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
Overall, Screw Jam is praised for its innovative gameplay and satisfying experience. Screw Jam introduces various gameplay mechanics and features, such as ice blocks, shutter open mechanic, bomb mechanic, and chain mechanic.
The game utilizes different ad placements, including banners, interstitials, and rewarded ads.
We speculate on the potential success and scalability of Screw Jam, as well as the overall strategy of Rollic Games.
Rollic Games aims to have multiple successful games in their portfolio, following the hybrid casual genre.
Highlighting the impressive growth and revenue of Screw Jam within a short period of time. Playable ads are a popular trend in mobile game advertising, with many games using them as a format to engage users.
Hybrid casual games, which combine elements of casual and mid-core games, are gaining traction in the industry.
The use of intellectual property in mobile games is becoming more common, with some games incorporating well-known characters or themes.
Engaging with the podcast through likes, shares, and comments can help support its growth and provide valuable feedback.
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Apocalyptic Zombie.io adventure is available now! Immerse yourself in this delightful casual shooting mobile game in Zombie.io, where you take on the role of an adorable potato protagonist.
The game unfolds in a world where extraterrestrial potatoes accidentally find themselves on Earth, forging an alliance with humans to combat the sudden zombie threat and save the world.
This is no BS gaming podcast 2.5 gamers session #110. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/46wdtF6eNAE
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
01:09 Introducing Zombie.io
03:04 Complex Gameplay and Confusion
06:07 Features and Events in Zombie IO
09:42 Rewarded Ads and Epic Heroes
12:32 Monetization Strategies
16:08 Automation and Gameplay
18:14 Exploring the Features of game
36:38 Introduction and Overview of 'Legend of Mushroom'
41:12 Analyzing the Game's Ad Placements
46:22 Discussion on Creative Strategies and Concepts
49:18 Reviewing the Mediation Stack and Ad Revenue
53:08 Final Thoughts and Rating
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
Zombie IO is a mid-core game with complex gameplay and many features.
The game automates many aspects of gameplay, allowing players to watch and progress.
Rewarded ads are heavily integrated into the game, providing players with additional rewards.
The game monetizes through in-app purchases, including battle passes and other items.
The company behind the game, JoyNet Games, has a history of successful games, including Legend of Mushroom.
The game's potential for high revenue may be limited due to its mid-core nature and target audience.
The gacha system is used to obtain powerful equipment and items.
The game's ad placements are extensive, and players may watch multiple rewarded ads per session.
AdMob is the primary ad mediation platform used in the game, providing a better user experience compared to other platforms. The game 'Legend of Mushroom' uses various creative concepts in its ads, including the 'twisted blades' and 'sword' creatives.
Jakub emphasized (again) the importance of social features in driving player engagement and retention.
There is potential for improvement in the game's mediation stack, with the addition of more networks to increase ad revenue.
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
HELLDIVERS 2 is a 3rd person squad-based shooter that sees the elite forces of the Helldivers battling to win an intergalactic struggle to rid the galaxy of the rising alien threats. From a 3rd person perspective, players use a variety of weapons (pistols, machine guns, flamethrowers) and stratagems (turrets, airstrikes, etc.) to shoot and kill the alien threats.
This is no BS gaming podcast 2.5 gamers special session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/7HMSuq4v8y4
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
07:20 Overview of Arrowhead and their games
13:07 Galactic War economy & systems
28:12 Commercial success of Helldivers2
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Supermarket Manager Simulator is a game developed by Digital Melody that has gained popularity and shot up the download charts. It is a hyper-casual game where players manage a #supermarket, stocking shelves, pricing items, and serving customers. The game has a first-person perspective and includes mini-games like checking out customers and managing inventory. The company behind the game, Digital Melody, is a small Polish company known for developing playable mobile games.
This is no BS gaming podcast 2.5 gamers session #109. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/lV9ddnhvNwY
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic Intro
02:59 Supermarket Manager Simulator's Rise in Popularity
07:42 Product Deep Dive: Gameplay and Features
11:28 Optimizing Gameplay in Supermarket Manager Simulator
25:17 Enhancing the Metagame
28:38 Expanding Advertising Reach
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Takeaways
Supermarket Manager Simulator is a hyper-casual game where players manage a supermarket.
The game includes mini-games like checking out customers and managing inventory.
Digital Melody, the company behind the game, is a small Polish company known for developing playable mobile games.
The game monetizes through rewarded videos and interstitial ads, but it is considered under-monetized. Consider adding banner ads and reducing cooldown times for interstitial ads to increase ad revenue.
Focus on improving the depth of the game's metagame to provide players with more long-term goals.
Explore running iOS campaigns and utilizing TikTok for advertising
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers special live session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Matej Lancaric, Arthur Querou
Youtube: https://youtu.be/4qFeVMbbbnc
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Introduction and Low Expectations of TV Creatives in the US
06:23 Running CTV Campaigns and Ad Experience
13:19 Data Partners and Audience Targeting
27:20 CPI Difference Between CTV and Facebook Ads
34:09 Examples of Successful Creatives
40:14 Contacting Vibe for CTV Advertising
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
Arthur Querou
https://www.linkedin.com/in/arthurquerou/
---------------------------------------
Takeaways
CTV advertising offers precise targeting, retargeting, and measurement similar to Facebook and Google ads.
The minimum budget to start a CTV campaign is $50 a day, but it can scale up to hundreds of thousands or even millions for larger advertisers.
Simple, direct, and clear creatives tend to perform well in CTV advertising.
Incrementality measurement is important in understanding the full value of CTV advertising.
The ideal customer for CTV advertising is someone who understands that it takes time and investment to see results and is looking for a partner to navigate the evolving landscape.
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Latest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=true
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Felix Latest Article -
https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #108. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/VyBThe0Ukq4 Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQAgenda
00:00 Epic intro
01:07 Discussion on Hyper-Casual and Hybrid-Casual Games
06:10 Overview of Supercet Games and Revenue
07:29 Gameplay and Mechanics of Pizza Ready, Outlet's Rush, and Snake Clash
10:34 Comparison to My Perfect Hotel and Other Games
16:09 The Iterative Nature of Supercent Games
23:02 Aggressive Ad Monetization
25:43 Rewarded Video Placements and Interstitial Ads
27:14 Controversial Use of Players' Devices
30:07 Effectiveness of Aggressive Ad Monetization Strategies
38:37 Balancing Monetization and User Experience
41:37 The Aggressive and Creative Use of Branded Ads in Hypercasual Games
42:56 Earning Millions: The Investment in User Acquisition for Games like Outlast Rush and Pizza Ready
43:24 The Gray Area of Using Famous Logos and Brands in-Game Ads
45:06 Exploring the Unique Gameplay of Snake UA---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Takeaways
Supercent games follow an iterative approach, with each new release improving upon the previous one.
The games, such as Pizza Ready, Outlet's Rush, and Snake Clash, share similar mechanics and features.
Supercent has achieved significant success with millions of downloads and substantial revenue.
There is potential for further expansion and innovation in the hyper-casual and hybrid-casual space.
Supercent games Pizza Ready and Outlet Rush heavily rely on ad revenue, with IAP revenue being a low percentage.
The games employ various ad placements, including rewarded video placements, interstitial ads, banner ads, and in-app open ads.
The aggressive ad monetization strategies in these games are effective in generating revenue.
The conversation highlights the need for a balance between monetization and user experience. Branded ads in hypercasual games can be aggressive and creative, using famous logos and brands to attract users.
The legality and effectiveness of using famous logos and brands in-game ads are gray areas, but they can generate attention and drive CPIs.
The Snake UA game is an interesting iteration of the classic Snake game, focusing on level-based gameplay and boss fights.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #107. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/UPH0nu1Mm9o Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQAgenda
00:00 Epic intro
07:04 Soft Launch Strategy and Global Launch Announcement
13:56 Plaza, Character Progression, and Fusion
36:19 Monetization System and PvP Win Condition
55:35 Launching Parallel in China
01:04:53 Creative Concepts for Advertising
01:13:26 Influencer Marketing and Soft Launches---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Takeaways
Squadbusters has undergone significant changes between beta builds, including the introduction of a new gacha system and character progression through shards.
The game features mega units that are consumable and have powerful stats, adding a pay-to-win element.
The Battleback feature allows players to open chests and upgrade characters using consumables.
The Beach World introduces new maps, units, and mods, and the Squad Journey provides a progression path for players.
The hosts express excitement about the game but question the impact of certain features on the competitive Supercell community. The hosts enjoy playing Squad Busters but highlight issues with PvP battles, such as lack of readability and incentive.
The game's monetization system, including the gacha system, is praised, but the PvP win condition needs improvement.
The potential impact of Squad Busters' global launch on other Supercell games, particularly Brawl Stars, is discussed.
The game's target audience is likely to be different from that of Brawl Stars, with Squad Busters appealing to a more casual and approachable player base.
Monetization strategies should be tailored to the Asian market, as pay-to-win mechanics are more accepted and successful in that region.
Influencer marketing, particularly on platforms like TikTok, can be a powerful tool for promoting Squad Busters.
Advertising channels such as TikTok, AppLovin, Google, and Facebook should be utilized to reach a wide audience.
Creative concepts for advertising should focus on storytelling, showcasing characters and progression, and incorporating humor.
Soft launches can provide valuable feedback and data, but given Supercell's expertise and the similarities to their other games, a soft launch may not be necessary for Squad Busters.
Supercell's strong retention rates and high day 30 percentages indicate the potential for long-term success with Squad Busters.
The success of Squad Busters will ultimately depend on the execution of marketing strategies and the quality of the game itself.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/how-to-soft-launch-a-mobile-game?r=7qqaf&utm_campaign=post&utm_medium=web&showWelcomeOnShare=true
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #106. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: https://youtu.be/zdltbj05lvUJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
00:00 Brawl Stars' Revenue Growth and UA Strategies
15:45 Different Types of Creatives Used in Brawl Stars' Marketing
35:37 Reviewing Game Performance: Block Jam 3D
42:19 Iterating on Successful Game Concepts
52:33 Speculating on the Future of the Last War---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Takeaway
Takeaways
Brawl Stars experienced significant growth and revenue increase after its global launch.
Supercell employed effective user acquisition strategies and creative content to drive the game's success.
Community engagement and storytelling played a crucial role in the game's marketing.
We absolutely admire Supercell's marketing efforts and the effectiveness of their UA and creative strategies. Supercell is expanding its advertising strategy to different channels outside of YouTube
Google has prohibited the practice of refreshing placements and rolled out bidding for all partners
The performance of games like Block Gem 3D, Clash Mini, Tower War, and Pocket Champs is reviewed
We discuss the potential for other companies to iterate on successful game concepts Brawl Stars, Top Heroes, Twisted Tango, and Last War are all performing well in terms of revenue, downloads, and active users.
Lilith Games has its own off-platform payments platform called PlutoMall.
The hosts speculate on the future of Last War and its potential peak revenue.
Listeners are encouraged to join the upcoming AMA and engage with us!---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-aiFelix Latest Article - https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #105. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricSpecial Guest: Laura TarantoYoutube: https://youtu.be/HHUGcHxXDmkJoin our Slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQAgenda
00:00 The History of Merge Games
53:48 Balancing the Economy and Resource Management
01:02:46 Implementing a Collectible Album System
01:15:11 Optimizing Ad Placements and End Cards
01:30:46 The Use of Big Boards and UGC
01:39:09 The Impact of Story-Driven Narratives---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------
Takeaways
Travel Town and Merge Dragons are successful examples of merge games.
Merge games offer revenue potential and innovative gameplay.
We are excited about the future of merge games. Merge games can be categorized into camp merge and grid merge, each with its own frustrations and player motivations.
Travel Town and Microfun's portfolio are the top performers in the merge game market.
Merge games require strategic thinking and organization, making them engaging for players.
The revenue potential of merge games is significant, with some games generating millions of dollars. Balancing the economy and resource management is crucial in grid merge games.
Limited board space can lead to frustration and difficult decisions for players.
Relief orders can help alleviate frustration by clearing items from the board.
Energy management and generator cooldowns play a significant role in gameplay.
Thoughtful design and balancing are essential for creating an enjoyable player experience. Balancing the economy and avoiding over-reliance on storage space monetization is crucial for successful monetization in games.
Implementing a collectible album system can enhance player engagement and provide opportunities for social interactions.
Ad placements when completing levels can be a valuable opportunity for increasing ad revenue.
Optimizing ad placements and end cards can improve user experience and retention. Merge Mansion and Gossip Harbor use a variety of creative strategies, including big boards, UGC, and story-driven narratives.
The presence of sexist content in some of the creatives is noted.
Travel Town receives high praise for its dedication and iteration, while Gossip Harbor is commended for its strong live ops pipeline.
Further development is needed in the event pipeline and progression balancing for both games.
---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/how-to-soft-launch-a-mobile-game?r=7qqaf&utm_campaign=youtube&utm_medium=web&showWelcomeOnShare=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #104. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/orl7awTs5zcJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQAgenda
00:00 Introduction and Recap of MAU Conference
02:13 Discussion on AFK Journey and Soft Launch
03:06 Overview of AFK Journey's Success and Revenue
05:49 Comparison with Other Games and Market Traction
07:55 Lilith Games' Portfolio and Revenue
09:03 Impact of Competing Games on Lilith's Revenue
10:10 Discussion on Lilith's Design and Product Quality
11:49 Exploration of Ad Placements and UA Videos
13:20 Overview of AFK Journey's Web Store and Real-World Rewards
15:33 Discussion on WhatsApp Groups and Web Store Trust
16:29 Comparison with Other Web Stores
18:23 Seamless and Streamlined Gameplay
22:20 Simplified Hero Collection and Equipment System
27:10 Difficulty Spikes and Honeymoon Period
28:10 Offers and In-Game Shop
29:49 Recruiting Heroes and Gacha System
34:02 Game Modes and Exploration
35:26 High Production Value and Engaging Storylines
37:50 Well-Developed Social Features
41:53 Improving in the Main Story Mode
43:25 Long Playtime and Endless Possibilities
46:01 Saving the Rating for the End
49:21 Engaging with TikTok and Social Media
52:14 Captivating Storytelling and High Production Value
58:28 Avoiding Cringy Ads and Focusing on Quality
01:01:29 High Innovation and Production Quality
---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Takeaways
AFK Journey is a continuation of AFK Arena and has seen significant success in terms of revenue and downloads.
The game features in-game mail, a web store, and real-world rewards, which contribute to its overall engagement and monetization.
Chinese companies like Lilith Games invest significant resources and manpower into their games, resulting in high-quality products.
The gameplay is seamless and streamlined, with auto-battle and idle rewards.
The hero collection and equipment system are simplified and easy to manage.
Social features, such as guilds and friend interactions, are well-developed.
The game offers a unique gameplay experience and a wide variety of heroes to collect and upgrade.
The UA strategy for AFK Journey focuses on high-quality creatives that showcase the game's narrative and gameplay, while avoiding fake or cringey ads.
Overall, AFK Journey is a standout game in the RPG genre and has the potential to attract a large player base.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #103. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/RBoJxFdV5YIJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQAgenda00:00 The Shift from Placements to Bidding04:14 The Importance of Bid Floors06:33 Bid Floors for Banners07:47 Bid Floors for Interstitials09:28 Bid Floors for Rewarded Video13:53 Using Direct Sold Campaigns14:17 Exploring Alternative Backfill Options15:43 The Importance of Bid Floors in Ad Monetization18:00 Is Tiktok For teenagers only? 24:21 top creatives34:43 Softlaunch sonar 4---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-aiFelix Latest Article - https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
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This is no BS gaming podcast 2.5 gamers session #102. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Special guest: Ken LandenYoutube: https://youtu.be/gVUpvSJtkFwJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
00:00 Introduction and Welcome
01:10 Legend of Mushroom's Success in South Korea
05:27 Game Design Similarities
08:08 Different Core Gameplay
10:18 Discussion with Ken Landen
13:29 Monetization and Social Features
21:21 Farm and Theft Mechanics
22:49 Social Features and Guild Mechanics
23:18 Timer Helper Mechanic
24:14 Unlocking Auto-Lamping
25:00 Session Links and Lamp Upgrades
26:13 Asynchronous Delta Event in Clan Wars
27:21 Different Types of Events
28:48 Durian Fruit and Cultural References
29:45 Ad Monetization and Urgency to Watch Ads
30:37 Implementing Banner Ads
33:17 Debate on Implementing Banner Ads
36:29 Discussion on QA and UA
37:43 Final Thoughts on Ads and Game Design
39:55 Twitter Ads in the US
42:11 Revenue in Japan and the US
44:01 Advertising Channels
45:33 Creatives and Localization
48:00 Creative Strategy
51:32 Localization in Asia
52:37 Improvements and Rating---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------TakeawaysTakeaways
Legend of Mushroom has achieved significant success in South Korea, surpassing expectations and earning high revenue.
The game shares similarities with Legend of Slime in terms of game design and core mechanics, but also introduces some unique features.
Monetization and social features play a crucial role in the success of mobile games, and Legend of Mushroom has both strengths and areas for improvement in these aspects.
The farm and theft mechanics in Legend of Mushroom add an interesting and interactive element to the gameplay experience. Legend of Mushroom has unique social features and guild mechanics that enhance the gameplay experience.
The timer helper mechanic, taken from other games like Forex, allows players to receive assistance from their guild members on various timers.
The game could improve by unlocking the auto-lamping feature earlier in the gameplay progression.
The implementation of banner ads could provide additional ad revenue without significantly impacting IAP revenue.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-aiFelix Latest Article - https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
This is no BS gaming podcast 2.5 gamers session #101. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/rlwg4d2Y3asJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
01:04 Introducing the Topic: 4X Games
03:06 Last War: Revenue and Downloads
04:12 The Conspiracy Behind First Fun
05:13 The Gameplay Mechanics of Last War
06:02 The Challenging Boss Battles
07:10 The Onboarding Process
08:19 Exploring the 4X Gameplay
09:44 Saving Monica from the Bomb
10:53 The Advanced Gameplay Mechanics
14:26 The Raider and Track Mechanics
18:05 Importance of Onboarding and Gacha Mechanics
20:06 Expanding the Addressable Market
21:05 Incorporating Hypercasual Elements
22:32 Connecting and Integrating Games
23:13 Low Ad Revenue in 4X Games
24:13 Building a Community
25:12 Why Last War is More Successful than Top Heroes
26:08 Factors Contributing to Last War's Success
27:38 Expertise in the 4X Genre
28:00 Connections Between Chinese Companies
28:56 The Dominance of Asian Companies in the 4X Genre
29:54 Scaling and Revenue Comparison
30:18 Improved Onboarding and Gameplay in Last War
32:08 Success of Last War's Marketing Campaign
33:37 TV Commercial and Offline Branding
37:06 Creative Marketing Strategies
39:27 Different Visual Styles and Gameplay
40:07 Creative Trends and Hooks
41:07 Heavy Iteration in Creative World
42:12 Different Versions and Upgrades
43:09 Making Fun of Yourself in Creatives
44:08 Hyper-Casual Concepts from Different Angles
45:33 Ball of Zombies and Epic Battles
46:19 Similarities with Age of Origins
47:38 Similar Creatives from Different Companies
48:42 Integration of Onboarding Game into Main Game
50:15 Hidden Portfolios and Future Trends
53:36 Introduction of a New Game
56:50 Proliferation of Onboarding Game Trend
59:06 Integration of Onboarding Game in Top Heroes Category
59:44 Game from China with Onboarding Mechanics
01:00:12 Teaser for Next Week's Game---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------TakeawaysThe 4X genre in mobile gaming utilizes similar creative trends and gameplay mechanics across different companies.
The integration of onboarding games into the main game is becoming a popular trend in the mobile gaming industry.
Creatives in the mobile gaming industry heavily iterate on successful concepts and mechanics.---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-aiFelix Latest Article - https://www.felixbraberg.com/post/the-end-of-gam-and-admob-placement-refreshes
--- Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message - Visa fler