two & a half gamers

Sandloop review: It looks simple. That’s the point.


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In this episode, we break down Sandloop by Voodoo and explain how a lightweight, physics-driven sorting game can already generate ~$100k+ per day with a heavily ad-driven model.


We cover gameplay design, monetization, difficulty tuning, creative strategy, and where Sandloop realistically sits compared to Pixel Flow and other sorting hits.


What we cover

• Sandloop core mechanics

• Physics-based puzzle design

• Ad-first monetization strategy

• Early revenue and spend estimates

• Sorting category trends

• Voodoo’s portfolio strategy


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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

Podcast:


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


Chapters

00:00 — Intro and first revenue estimates

02:05 — Why Sandloop exists in Voodoo’s portfolio

03:00 — No menu early and why it matters

04:45 — Sandloop vs Pixel Flow pacing

05:50 — Physics-based sorting explained

07:40 — Hidden layers and bucket logic

09:20 — Fail states and difficulty design

11:00 — Why thinking beats speed here

12:50 — Ads, segmentation, and break timing

14:40 — Monetization mix and ad share

16:25 — Early revenue and download estimates

18:10 — Where Sandloop ranks among Voodoo IPs

20:00 — Sorting category explosion

22:10 — Pixel Flow, Arrows, and category leaders

24:30 — Copycats, second-mover advantage

26:15 — Creative strategy and velocity

29:00 — Spend, payback, and early scaling math

32:00 — Sandloop’s realistic ceiling

33:40 — Final take and outro


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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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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]

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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

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