Happening today at 6 pm CET! Join us here on LinkedIn or on YouTube live: https://lnkd.in/eGwtPtxF
two & a half gamers
Mobile Gaming Apps
This is no BS gaming podcast two and a half gamers. Fun stuff, latest news, but also educational knowledge drops.
About us
This is no BS gaming podcast 2.5 gamers. Discussing the latest news, fun stuff and dropping knowledge. Don't forget, this is a 4am conference discussion vibe so let's not take it too seriously! Let’s dive in and enjoy it.
- Website
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https://anchor.fm/two-half-gamers
External link for two & a half gamers
- Industry
- Mobile Gaming Apps
- Company size
- 2-10 employees
- Type
- Nonprofit
- Founded
- 2022
Employees at two & a half gamers
Updates
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two & a half gamers reposted this
Happening today at 6 pm CET! Join us here on LinkedIn or on YouTube live: https://lnkd.in/eGwtPtxF
2.5 gamers x Live AM(F)A #4 - July 18
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Creative trends in mobile games for June 2024. Watch now to stay 2.5 steps ahead of the industry. Yes, that's it! Data based on Sensor Tower. Thanks for the support Watch on YouTube: https://lnkd.in/dz9cG_5e Listen on Spotify: https://lnkd.in/dXp47wQB Subscribe to the Brutally Honest newsletter: lancaric.substack.com Join the discussion in our Slack channel: https://lnkd.in/d3xPiNcc
Creative Trends in mobile gaming - June 2024
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WE were testing Project Rise PRE—ALPHA, a fun rogue-lite game that Supercell developed. Thank you for inviting two & a half gamers to play in pre-alpha stage! So far, there are 6 Heroes: Archer, Barbarian, Valkyrie, Fisherman, Hog Rider and Firecracker. You play in a team of 3 (if matchmaking works), exploring the map and trying to find the way to the next level of the tower, where you have to beat the boss stage. The perks are shared with your party so you can split up and clear the map quickly. The perks can range from sustain to damage and mobility. You respawn in 5 seconds when you die, but your party has limited respawns. Only two. You can get more revives with the "stay alive" perk. Well, tune in! I had quite a challenge playing the game when we recorded due to lagging, but the game was fine on Saturday. Its pre-alpha. This is expected! 📺 Watch on YouTube: https://lnkd.in/dXHKkuM2 🎧 Listen on Spotify: https://lnkd.in/dSEg7vEY 🦄 Subscribe to the Brutally Honest newsletter: lancaric.substack.com 🗣 Join the discussion in our Slack channel: https://lnkd.in/d3xPiNcc
Project RISE review: Supercells *NEW* Rogue-lite Game is in pre-alpha!
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ABI Game Studio quietly growing Wood Nuts & Bolts puzzle to $500K 🚀 a day! 90% Ads revenue vs. 10% IAP with an estimated spend of only around $100k/day. Wood Nuts and Bolts Puzzle is a highly challenging and demanding game that requires strategic thinking and quick reflexes. The game strongly focuses on rankings and offers daily challenges and a battle pass mechanic. Ads revenue plays a significant role in the game, with interstitial ads shown after every level and the option to watch rewarded videos for boosters and additional time. The game's ad revenue is likely substantial due to its high engagement and active user base. Jakub & Felix analyze the revenue potential of the game's daily ad revenue, estimated session length, and ad formats. We also explore the game's potential yearly ad revenue and the effectiveness of different advertising channels. Discussing the game's performance in different countries and the importance of optimizing CPI and LTV for profitability. Tune in for more: Data based on Sensor Tower, thanks for the support 🤗 📺 Watch on YouTube: https://lnkd.in/dT8_s27g 🎧 Listen on Spotify: https://lnkd.in/djUvFgC9 🦄 Subscribe to the Brutally Honest newsletter: lancaric.substack.com 🗣 Join the discussion in our Slack channel: https://lnkd.in/eGr8EDe6
Wood Nuts & Bolts Puzzle: Highly challenging & demanding match puzzle game
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Match Factory already scaled to $500K a day and its still on rising trajectory, with around 80K downloads a day. Finally it is another major hit for Peak after ToonBlast was launched in 2017 and we couldn't miss reviewing it! The whole "Match" category was started by Match 3D by Lion Studios in 2020 and then the real breakthrough hit came with Triple Match 3D by Boombox Games (Miniclip) in 2022. It is still making around $9 Mil. a month just in IAPs as it also has significant ad revenue. Match Factory was soft launched August last year. There is also King in this race with their Candy Crush 3D spinoff, soft launched last December. Core gameplay is very unique in this genre, as difficulty is literally moderated by the shape and color of the goal objects. There is always a lot of trash objects, through which you need to literally physically rummage to get to the goals ones. As the win condition is time based, miss clicks are probably one of the main monetization triggers, where if you run out of space on the bench you loose or use a booster. Metagame is powered by short trigger events as the one on the right Image, where you are always competing with "random" players. Other events just track your level progress and give you rewards based on time pressure. Streak mechanic is also really strong, as it scales to 5th level where you have significant booster advantage at the start of the level. All of this focuses on reinforcing the main level progression. Join us as we talk about all of these with Felix getting some estimates on possible Ad revenue and Matej showing the most wholesome creatives we have ever seen in a mobile game. Data based on Sensor Tower, thanks for the support Watch on YouTube: https://lnkd.in/gBwu6eRH Listen on Spotify: https://lnkd.in/gxNdZg_i Join the discussion in our slack channel: https://lnkd.in/eGr8EDe6 #gamedevelopment #gamedev #gameindustry #mobilegames #mobilemarketing #mobileadvertising #mobileapplications #userexperience #userexperiencedesign #gamedesign #gamedevelopers #games #gameart #gamedeveloper #ads #creative #hypercasual #hybridcasual
Match Factory! A Major hit with positive advertising by Peak games
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Going from 8% to 30% IAP revenue in 12 months? A.k.a how to grow IAP revenue by 350-375%. Yes, talking about SayGames with Anton Volnykh: SayGames is a team of 170 people focusing on automating processes and operating its games using internal tools. Their journey from hyper-casual to hybrid casual gaming is fueled by close collaboration and continuous iteration. SayGames UA ops thrives on automation through in-house tools, and after years of hard work, they've developed their analytics system and SDK. This shift has driven significant IAP revenue alongside the ad revenue. In this discussion, we delved into the monetization strategies and challenges in the hybrid casual gaming industry, emphasizing the importance of testing, data-driven decisions, and the dynamic nature of game development. Continuous learning and adaptation are key in this evolving landscape, from the strategic use of currencies to optimizing interstitial ads and segmenting user experiences. Join us as we discuss all of this with Felix & Jakub in the latest episode: Watch on YouTube: https://lnkd.in/dXPfRuJ3 Listen on Spotify: https://lnkd.in/d8MsZad4 Subscribe to the Brutally Honest newsletter: lancaric.substack.com Join the discussion in our Slack channel: https://lnkd.in/d3xPiNcc Data based on Sensor Tower, thanks for the support!
How to grow IAP revenue by 375%? SayGames Special with Anton Volnykh
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Join us today!
2.5 gamers x Live AM(F)A #3 - May 28
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Screw Jam by Quok Games, published by Rollic, scaled to $250K revenue per day. Released at the start of the year, it is a very innovative hybrid casual puzzler, so we couldn't wait to review this game! This game is an iteration of Wood Nuts & Bolts and Bus Jam. It uses the physics-based mechanic of plates that you need to unscrew from the board, but it innovates them to be made of glass. The other core mechanic was brought from Bus Jam, again an iteration of tile puzzle games. Instead of matching 3 of the same tokens on your bench, you need to deliver 3 specific colored ones to a bus or toolbox as in Screw Jam. This gives the game its deterministic dynamic, similar to Twisted Tangle, where there is no randomness in the levels, and you slowly build your knowledge of each level until you solve it. We see that these Hybrid Casual puzzlers, such as Block Jam 3D, Twisted Tangle and Screw Jam, introduce only a few level mechanics during their level curve. For instance, for Screw Jam, we counted around 10, even though the game already has over 1000 levels. This is another advantage compared to the usual casual puzzler, which needs new mechanic iterations around every 40 levels, being much more production-demanding. Join us as we discuss this in the usual UA, Game design, & Ads rundown. Data based on Sensor Tower. Thanks for the support Watch on YouTube: https://lnkd.in/dnBV226b Listen on Spotify: https://lnkd.in/guNw32x2 Join the discussion in our Slack channel: https://lnkd.in/eCfTUdu9 Sing up to the brutally honest newsletter: lancaric.substack.com
Screw Jam success story: How to reach $250k/day revenue? Innovative & satisfying hybrid casual game
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Zombie.io global launched on April 26th and is already doing $200K a day IAP Ads with around 60K downloads a day. It is the same company that is behind Legend of Mushroom, which makes 10X more. You can read the summary here. The game innovates on a few mechanics from the standard Survivor.io setup. Here you have your main hero, potato 3 heroes that drop into the level one by one. On top of it, you have an active skill of using your vehicle, and from chapter 10, you can fully automate the gameplay! It will select skills, collect items, fight enemies, everything. This is probably coming from the Legend of Mushroom's heavy automatization influence. It is interesting to see how the baseline feature set of a new Roguelite RPG increased in size over the years. The game just launched with 6 power progression layers. Survivor.io originally launched with 1 and then added more later. These requirements are based on player expectations just to enter the genre and get bigger and bigger every year. Join us as we talk about all of these with Felix's Ads revenue estimates and Matej's review of the UA strategy Started scaling at the end of April, mainly on Google and then on Meta & Unity. But in May, the main channel is obviously AppLovin! Please, for the love of god, start producing proper playables. ASAP! "The best hook I've seen in a year." Felix. And it's not my favorite Ironman hook! I am very impressed by their creative strategy & creative depth. They use a lot of different creative concepts and art styles. But there is a big thing missing! Do you know what it is? Data based on Sensor Tower, thanks for the support! Watch on YouTube: https://lnkd.in/dCFnb7qS Listen on Spotify: https://lnkd.in/dharMEqv Join the discussion in our Slack channel: https://lnkd.in/eCfTUdu9 Subscribe to the Brutally Honest newsletter: lancaric.substack.com
Zombie.io global launch case study: A Midcore game with complex gameplay & wide range of features
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