two & a half gamers

Legend of Elements Review: Legend of Mushroom 2.0, but 3D. Did it work?


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Legend of Elements is a 3D idle RPG from the LoM lineage. Core fantasy is “numbers go up,” delivered via auto-progress + layered upgrades, then monetized through stacked gachas and step offers.

Ads exist but are effectively a decoy; there isn’t even a “remove ads” pack.

UA is ~98% Google (YouTube + AdWords) with AI/UGC and “fake gameplay” motifs.


Systems & sinks (what actually drives playtime/spend)

• Two gachas: character (spirits) and skill, with very low SSR rates; also ad-summon entries (“2 free summons for an ad”).

• “Online chest”: ~5x/day random gacha ticks, granted every ~5 minutes online.

• 3–4 battle passes active during launch window; heavy event stack and daily quests.

• Notification-baiting tactic: tiny “free” rewards (e.g., 5 soft-currency) inside every shop/offer to create badge-clearing behavior and force shop opens.


Monetization architecture (how money happens)

• Ads are a decoy to lift IAP; no VIP/no-ads pack to sell the removal.

• Primary pay drivers: gachas + step offers (offer ladders surfaced early/often).

• Panel consensus: at ~$100K/day IAP scale, there’s little incentive to optimize ads.


UA mix & creatives (why it scales on Google)

• ~98% of impressions from YouTube + AdWords; almost nothing elsewhere.

• Creative pillars: AI faces/VO, UGC narratives, meme remakes, Genshin/Diablo-style “fake gameplay.”

• Uses creator placements (e.g., known Supercell YouTubers featured as ad talent).


Servers & competitive pressure (why shard)

• Thousands of small shards opened continuously; servers “die,” then merge, resetting the race.

• Keep leaderboards small so winning feels plausible; too many whales per shard depresses motivation.


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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


Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg


00:00 intro

00:48 Positioning & lineage

04:40 Core loop & systems

10:10 Monetization architecture

14:40 Live-ops cadence

18:00 UA strategy (98% Google)

33:30 Creatives that convert

41:20 Verdict & KPI checklist


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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