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We break down Supercell’s new twin-stick “boat game” (second alpha): a PvE → PvPvE loop where we farm island quests, haul up to three chests on a fast boat, and can flip a “go bad” switch to steal other players’ chests - triggering bounties and protections for non-PK players (revenge respawns).
What works
Fast, readable boating and clear risk/reward moments when we carry 2–3 chests.
A theft moment (“go bad”) that can create highlight-reel clips for UA if tuned right.
What doesn’t (yet)
Flat progression (gear score + light passives/chips) limits long-term goals.
Ultra-light economy and shaky matchmaking make the loop feel aimless/punishing.
Audience fit feels unclear (Gen-Z, Fortnite-lite vibe vs. strategy/4X loyalists).
Market lens
Supercell’s portfolio still leans on legacy hits; competitors with genre focus + aggressive UA (e.g., strategy/4X) scale more reliably.
Without deeper economies, UA-product co-design, and a clearer genre thesis, this boat may never scale past alpha.
Key takeaway
Depth beats novelty. We need deeper economy + UA-ready moments or this won’t sail beyond alpha.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 years
They power top mobile publishers around the world
Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.
---------------------------------------
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
Chapters
00:00 Why this alpha matters
01:10 Core loop—quests → 3 chests → extract
05:00 Twin-stick feel & aiming on mobile
07:40 Progression—gear score, passives, chips
10:50 “Go bad” theft, bounties, anti-grief
15:30 Matchmaking & PvE→PvPvE tension
19:10 Economy depth vs. moment-to-moment fun
24:20 Portfolio & market reality checks
30:30 UA-product integration: what creatives need
36:30 What would actually ship (templates & seasons)
43:00 Verdict & 2025 predictions
---------------------------------------
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
By Lancaric.me5
33 ratings
We break down Supercell’s new twin-stick “boat game” (second alpha): a PvE → PvPvE loop where we farm island quests, haul up to three chests on a fast boat, and can flip a “go bad” switch to steal other players’ chests - triggering bounties and protections for non-PK players (revenge respawns).
What works
Fast, readable boating and clear risk/reward moments when we carry 2–3 chests.
A theft moment (“go bad”) that can create highlight-reel clips for UA if tuned right.
What doesn’t (yet)
Flat progression (gear score + light passives/chips) limits long-term goals.
Ultra-light economy and shaky matchmaking make the loop feel aimless/punishing.
Audience fit feels unclear (Gen-Z, Fortnite-lite vibe vs. strategy/4X loyalists).
Market lens
Supercell’s portfolio still leans on legacy hits; competitors with genre focus + aggressive UA (e.g., strategy/4X) scale more reliably.
Without deeper economies, UA-product co-design, and a clearer genre thesis, this boat may never scale past alpha.
Key takeaway
Depth beats novelty. We need deeper economy + UA-ready moments or this won’t sail beyond alpha.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 years
They power top mobile publishers around the world
Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.
---------------------------------------
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
Chapters
00:00 Why this alpha matters
01:10 Core loop—quests → 3 chests → extract
05:00 Twin-stick feel & aiming on mobile
07:40 Progression—gear score, passives, chips
10:50 “Go bad” theft, bounties, anti-grief
15:30 Matchmaking & PvE→PvPvE tension
19:10 Economy depth vs. moment-to-moment fun
24:20 Portfolio & market reality checks
30:30 UA-product integration: what creatives need
36:30 What would actually ship (templates & seasons)
43:00 Verdict & 2025 predictions
---------------------------------------
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

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