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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.
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
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!
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.
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
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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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.
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
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.
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.
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.
Special guest: Ken Landen
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
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.
This is no BS gaming podcast 2.5 gamers session #101. 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.
Agenda
01:04 Introducing the Topic: 4X Games
03:06 Last War: Revenue and Downloads
04:12 The Conspiracy Behind First Fun
05:13 The Gameplay Mechanics of Last War
06:02 The Challenging Boss Battles
07:10 The Onboarding Process
08:19 Exploring the 4X Gameplay
09:44 Saving Monica from the Bomb
10:53 The Advanced Gameplay Mechanics
14:26 The Raider and Track Mechanics
18:05 Importance of Onboarding and Gacha Mechanics
20:06 Expanding the Addressable Market
21:05 Incorporating Hypercasual Elements
22:32 Connecting and Integrating Games
23:13 Low Ad Revenue in 4X Games
24:13 Building a Community
25:12 Why Last War is More Successful than Top Heroes
26:08 Factors Contributing to Last War's Success
27:38 Expertise in the 4X Genre
28:00 Connections Between Chinese Companies
28:56 The Dominance of Asian Companies in the 4X Genre
29:54 Scaling and Revenue Comparison
30:18 Improved Onboarding and Gameplay in Last War
32:08 Success of Last War's Marketing Campaign
33:37 TV Commercial and Offline Branding
37:06 Creative Marketing Strategies
39:27 Different Visual Styles and Gameplay
40:07 Creative Trends and Hooks
41:07 Heavy Iteration in Creative World
42:12 Different Versions and Upgrades
43:09 Making Fun of Yourself in Creatives
44:08 Hyper-Casual Concepts from Different Angles
45:33 Ball of Zombies and Epic Battles
46:19 Similarities with Age of Origins
47:38 Similar Creatives from Different Companies
48:42 Integration of Onboarding Game into Main Game
50:15 Hidden Portfolios and Future Trends
53:36 Introduction of a New Game
56:50 Proliferation of Onboarding Game Trend
59:06 Integration of Onboarding Game in Top Heroes Category
59:44 Game from China with Onboarding Mechanics
01:00:12 Teaser for Next Week's Game
The integration of onboarding games into the main game is becoming a popular trend in the mobile gaming industry.
Creatives in the mobile gaming industry heavily iterate on successful concepts and mechanics.
Another crossover episode is here! Talking UA with Doubl3Tap gaming:
This is no BS gaming podcast 2.5 gamers session #100. 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.
This is no BS gaming podcast 2.5 gamers session #99. 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.
00:00 Epic intro
04:45 Introduction to Top Heroes
05:10 The Unique Gameplay of Top Heroes
06:11 Transition to the World Map
08:06 Exploring the Town and Building Mechanics
09:08 Introduction to World Quests
10:07 Gameplay Mechanics and Objectives
12:40 Introduction to Hospital and Soldier Mechanics
20:02 Introduction to the Game and Revenue Analysis
21:05 Base Building Mechanics and Gameplay
22:23 Guilds and Social Mechanics
27:08 Grinding Bosses and Gear Upgrades
30:12 Engagement with Guilds and Events
34:22 Monetization and White Whales
36:24 Integration of AFK Arena and Rise of Kingdoms Mechanics
41:35 Poor Retention and Onboarding Experience
42:15 Initial Impressions of the Game
43:22 Smooth Onboarding and Gameplay
44:15 Teaser for the Next Episode
45:00 Discussion on the Importance of Ads
45:40 Upcoming Episode and Clues
46:26 Analysis of Ad Channels
48:26 Review of Creatives
53:33 Playable Ad and Revenue Growth
57:31 Experimenting with New Creatives
58:35 Revenue and Country Breakdown
The game features building mechanics, world quests, and hospital and soldier mechanics.
The conversation also touches on the topic of ad revenue and channel growth.
Rewarded ads are implemented in the game to provide players with additional resources and speed up gameplay. 4X games combine elements of AFK Arena and Rise of Kingdoms to create a unique gameplay experience.
Guilds and social mechanics play a crucial role in the game, with strong social engagement driving the guild's progress.
The connection between heroes and Forex gameplay is a key aspect, with heroes carrying soldiers and their level determining their strength on the 4X map.
Grinding bosses and upgrading gear are important activities in the game, providing resources and bonuses.
Monetization in 4X games primarily comes from the 4X mechanics, with players investing in upgrading resources, soldiers, and peace shields.
The game targets a niche audience, and the total addressable market for 4X games may not be as large as other genres.
This is no BS gaming podcast 2.5 gamers special OG 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.
Special guest: Eric Futoran from https://embrace.io/
Agenda
00:00 Epic Introduction and Special Guest
03:22 Starting with Max and Scopely
08:26 Scopely's Breakout Success
14:27 Scopely's Winning Formulas
20:37 Launching a Game at Scale
24:04 Different Types of Traffic for Game Launch
28:37 The Importance of Featuring and Channels for Launch
30:32 Strategies for Growth and Algorithm Manipulation
31:30 The Importance of Starting Strong
33:40 Timing and Seasonality in App Launches
34:14 The Impact of Changing App Icons
36:14 Success Stories of Simple App Ideas
37:08 Negotiating IP Deals
38:24 The Process of Signing IP and Deal Structures
40:49 The Challenges of IP Approvals
42:55 Calculating Fees and Revenue Sharing in IP Deals
45:52 The Limitations of Predictive LTV in Soft Launch
49:20 Analyzing ANR Issues and Ad Networks
55:47 The Importance of Collecting Data for Troubleshooting
59:34 Balancing User Experience and Revenue Generation
Changing app icons can help reactivate dormant users and trigger increased engagement.
IP deals require careful negotiation and consideration of upfront fees, revenue sharing, and content approvals.
Predictive LTV is challenging to calculate accurately in soft launch.
Collecting data and using analytics tools can help identify and troubleshoot ANR issues and ad network problems.
Balancing user experience and revenue generation is a constant challenge in the gaming industry.
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