129 episodios

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!

two & a half gamers Lancaric.me

    • Ocio

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!

    Squad Busters is Pay to Win: True or False? LEAKED Global Launch strategy. Big game review! (#107)

    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
    ---------------------------------------
    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

    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 - matej@lancaric.me
    ---------------------------------------
    If you are interested in getting UA tips every week on Monday, visit ⁠⁠⁠⁠⁠⁠

    • 1h 16 min
    Brawl Stars' UA & Creative Strategies, Game Review Radar, GAM not dead yet? (#106)

    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
    ---------------------------------------
    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
    ---------------------------------------
    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 - 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

    • 55 min
    Merge Games Market History & Full Overview: Travel Town no.1 Merge game & Gossip Harbor case studies

    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
    ---------------------------------------
    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



    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 - 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

    • 1h 40 min
    AFK Journey: A Highly Polished & Innovative RPG Game, captivating storytelling with stunning visuals

    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


    ---------------------------------------
    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

    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 - 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

    • 1h 4 min
    Is TikTok UA for teenagers? Soft launch sonar #4, Importance of Bid Floors, top Creatives in March

    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
    ---------------------------------------
    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

    • 57 min
    Legend of Mushroom's Success: 150+Mil IAP revenue in 4 months? Social features, guilds, UA & Admon

    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
    ---------------------------------------
    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
    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.
    ---------------------------------------
    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 ⁠⁠

    • 1h

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