two & a half gamers Lancaric.me
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- Leisure
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This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!
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Squad Busters is Pay to Win: True or False? LEAKED Global Launch strategy. Big game review! (#107)
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 Lancaric
Youtube: https://youtu.be/UPH0nu1Mm9o
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
00:00 Epic intro
07:04 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
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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
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.
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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 - matej@lancaric.me
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If you are interested in getting UA tips every week on Monday, visit -
Brawl Stars' UA & Creative Strategies, Game Review Radar, GAM not dead yet? (#106)
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 Lancaric
Podcast: https://youtu.be/zdltbj05lvU
Join 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
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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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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!
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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 - matej@lancaric.me
---------------------------------------
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
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Send in a voice message: https://podcasters.spotify.com/pod/show/two-half-gamers/message -
Merge Games Market History & Full Overview: Travel Town no.1 Merge game & Gossip Harbor case studies
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 Taranto
Youtube: https://youtu.be/HHUGcHxXDmk
Join our Slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
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
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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
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.
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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 - matej@lancaric.me
---------------------------------------
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.sub -
AFK Journey: A Highly Polished & Innovative RPG Game, captivating storytelling with stunning visuals
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 Lancaric
Youtube: https://youtu.be/orl7awTs5zc
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2ftcc85es-CesThaafn9k0BIFSVAV8FQ
Agenda
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
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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
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.
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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 - matej@lancaric.me
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Hones -
Is TikTok UA for teenagers? Soft launch sonar #4, Importance of Bid Floors, top Creatives in March
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 Lancaric
Youtube: https://youtu.be/RBoJxFdV5YI
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-29stniv6f-oLJzhx2U_mRB_ppXnJ9hvQ
Agenda
00:00 The Shift from Placements to Bidding
04:14 The Importance of Bid Floors
06:33 Bid Floors for Banners
07:47 Bid Floors for Interstitials
09:28 Bid Floors for Rewarded Video
13:53 Using Direct Sold Campaigns
14:17 Exploring Alternative Backfill Options
15:43 The Importance of Bid Floors in Ad Monetization
18:00 Is Tiktok For teenagers only?
24:21 top creatives
34:43 Softlaunch sonar 4
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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
---------------------------------------
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 - matej@lancaric.me
---------------------------------------
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 -
Legend of Mushroom's Success: 150+Mil IAP revenue in 4 months? Social features, guilds, UA & Admon
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 Landen
Youtube: https://youtu.be/gVUpvSJtkFw
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 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
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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
Takeaways
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.
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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 - matej@lancaric.me
---------------------------------------
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