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Matej Lancaric

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Burny Games: Making a few $M a month from Ads

Making a few million $$$ a month from ads revenue! ๐Ÿค‘ Anatolii Henis going from Social Casino to Mobile Puzzle Games. The live review of Burny Games! ๐Ÿ‘‡ We discuss the transition from social casino games to ad-supported mobile games, the development and mechanics of their games PlayDoku and Colorwood Sort, and the importance of player retention and monetization strategies. The conversation also touches on their games' current performance and future plans for in-app purchases and hybridization. It delves into the mechanics and features of mobile games, focusing on user engagement, monetization strategies, and comparative analysis of different game titles. Discussing the unique mechanics of their games (and how Jakub fails), the importance of ad strategies, and insights into user acquisition and retention, providing a comprehensive overview of the current mobile gaming landscape. Felix was really excited to cover Playdoku […]

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Brutally Honest #139

Hey, FAM! Whatโ€™s up? ๐Ÿฅƒ Drink talk Planing a day trip to San Francisco. Anyone around Nov 26 or Nov 28? ๐ŸฆฉTip of the week *BREAKING NEWS* AdROAS is live on Facebook. Start campaigns ASAP. It's already rolled out to 50% of advertisers, and you need to track the AdImpression event properly. No more shitty workarounds. Meta is finally getting on the AdROAS trend. It is only 2 years later than it should be, but better late than never! Jokes aside, Google, AppLovin, Unity, and Mintegral have already enabled AdROAS campaigns, but Facebook has historically lacked this functionality. ย  ย  For instructions on how to implement the event, see the official documentation. Adjust vs. Singular toggles: Adjust: ย  Singular: ย  Unfortunately, I couldnโ€™t find any guidance for Appsflyer. After integration, follow these steps: Create an App Promotion campaign. Works with […]

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Beginners Guide to ASO

๐ƒ๐จ ๐ˆ ๐ซ๐ž๐š๐ฅ๐ฅ๐ฒ ๐ง๐ž๐ž๐ ๐ญ๐จ ๐ฉ๐š๐ฒ ๐š๐ญ๐ญ๐ž๐ง๐ญ๐ข๐จ๐ง ๐ญ๐จ ๐€๐’๐Ž? ๐€ ๐›๐ž๐ ๐ข๐ง๐ง๐ž๐ซ'๐ฌ ๐†๐ฎ๐ข๐๐ž ๐ญ๐จ ๐€๐’๐Ž ๐Ÿ‘‡ Your app listing is your home base. Think of it as if you were running a restaurant. Even if you served the most f*ckin delicious kebabs on the planet, no one would want to step foot into your store if your signs are falling apart, you have terrible Google reviews, and your windows look like they havenโ€™t been cleaned in decades.โ€ขEvery successful app has a great app store page. No exceptions.โ€ขIs ASO the only thing you need to pay attention to? Absolutely no.โ€ขIs ASO going to save your game or app and help you get millions of organic installs? Most probably, no. ASO is the ongoing process of maneuvering your way to the top of the search results of different app stores. The higher you […]

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The Future of UA

Creator programs. Everyone and their mom has one, including Roblox, Fortnite, Rush Royale, and Supercellโ€ฆbut why? Whatโ€™s the ROI? Well, there are several benefits to starting one, including: Retention: keep the community engaged, return for new content, and generate buzz around updates Feedback loops and positive PR: get direct feedback from hardcore gamers and helps you contain negative feedback (rather than creators spreading criticism publicly) Generate user-generated content: build a constant engine of content around your game Distribution: build hype and get the news out for any new content or Reduce fatigue: keep your gameโ€™s ecosystem fresh and alive Reward: your most loyal fans Drive more revenue: more engagement around skins, bonuses, and upgrades ultimately helps build your ecosystem. All of the above has a direct impact on your User Acquisition activities. Supercell has recruited over 1,000 creators, claiming some have even increased viewership by 600%. I […]

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Pokemon TCG Pocket is making $5.3M/Day in IAP!

๐๐จ๐ค๐ž๐ฆ๐จ๐ง ๐“๐‚๐† ๐๐จ๐œ๐ค๐ž๐ญ ๐ข๐ฌ ๐ฆ๐š๐ค๐ข๐ง๐  ๐Ÿš€ $๐Ÿ“.๐Ÿ‘๐Œ๐ข๐ฅ/๐๐š๐ฒ ๐ข๐ง ๐ˆ๐€๐ ๐ซ๐ž๐ฏ๐ž๐ง๐ฎ๐ž ๐š๐ง๐ ๐ ๐ซ๐จ๐ฐ๐ข๐ง๐ ! This game is going to hit $1 Billion in revenue in less than 9 months ๐Ÿ‘‡ Don't you think? Well, in this special nostalgia episode with John we explore the gameplay mechanics, the nostalgia factor of the game, and the importance of booster packs and collection systems. Jakub discussed the innovative Wonder Pick mechanic that drives player interaction and excitement. There is a content pipeline for next quarter with trading and events coming. Uff! What a pipeline. Also, check the easter egg at the very end of the show. I assume this game spends around 5-10% of its daily revenue, which is $500k/day. This is a lot as a standalone number, but this is almost nothing regarding the overall daily revenue. The UA foundation is there, but they […]

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Brutally Honest #138

Hey, FAM! Whatโ€™s up? ๐Ÿฅƒ Drink talk My US road show is going well. I'm meeting people here in Santa Barbara / LA, to have real conversations. A recent lunch with Diana reminded me just how powerful real conversations and in-person connections are, even though sometimes I would rather stay home and not talk to anyone. Sometimes = most of the time. ๐ŸฆฉTip of the week What's the best benchmark KPI to test the creatives for a completely new game? Would it be CPI? Ah, the classic "What's the best KPI?" question โ€“ it's like asking a gamer how to choose between pizza and tacos! ๐Ÿ•๐ŸŒฎ So, CPI (Cost Per Install) is a metric to keep your eyes on when testing creatives for a brand-new game. But donโ€™t just stop there! To get the full picture, you should also examine […]

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Age of Empires Mobile is earning $500K a Day

Age of Empires Mobile is earning ๐Ÿค‘ $500k/day right after the global launch. Nostalgia doesnโ€™t mean $100 million/month. But in this case, โ€œonlyโ€ $11mil/month. ๐Ÿ‘‡ Well, no hypercasual gates mechanics, no fun... Ehm, I mean, no revenue! Ehm, I mean no scale. Well, what the fuck do I even mean, then? Well, that is what I wrote in the very beginning. Nostalgia is not enough! In this episode, we delve into the nostalgic world of the Age of Empires, discussing its recent mobile adaptation and the implications of Tencent's involvement. We explore the gameplay mechanics, including various mini-games and the integration of elements from Vampire Survivors, while also reflecting on the challenges of maintaining the essence of a classic strategy game in a modern mobile format. The conversation highlights the balance between nostalgia and innovation in game design.Wake up, Microsoft! […]

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River Fence: The Evolution of a New Trend in Mobile Games

๐ŸŽ‰ ๐‘๐ข๐ฏ๐ž๐ซ ๐…๐ž๐ง๐œ๐ž: ๐“๐ก๐ž ๐„๐ฏ๐จ๐ฅ๐ฎ๐ญ๐ข๐จ๐ง ๐จ๐Ÿ ๐š ๐๐ž๐ฐ ๐“๐ซ๐ž๐ง๐ ๐ข๐ง ๐Œ๐จ๐›๐ข๐ฅ๐ž ๐†๐š๐ฆ๐ž๐ฌ ๐Ÿ‘‡ Idle games have long-inspired genres, often requiring innovative marketing to compensate for their "low-action" gameplay. In March 2022, Idle Lumber by AppQuantum set a new standard by introducing a unique element in their creativesโ€”a river fence that stops logs. This idea evolved further in September 2023, establishing a trend thatโ€™s been catching on ever since.It took a bit of time, but other games eventually picked up on this mechanic. By May 2024, Idle Fishing 2 (Multicastgames LLC) cleverly adapted the river fence concept, transforming it into a net that fits seamlessly into their gameplay. And then, things really got interesting. In July 2024, AppQuantum took this trend to the next level with a new publishing deal with Rockbite Games Armenia Games, releasing Idle Outpost. This game quickly scaled […]

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The Future of UA!

Creator programs. The Future of UA! Everyone & and their mom has one, including Roblox, Fortnite, MY.GAMES, and Supercell. Whatโ€™s the ROI? ๐Ÿ‘‡ ๐—ช๐—ฒ๐—น๐—น, ๐˜๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜€๐—ฒ๐˜ƒ๐—ฒ๐—ฟ๐—ฎ๐—น ๐—ฏ๐—ฒ๐—ป๐—ฒ๐—ณ๐—ถ๐˜๐˜€ ๐˜๐—ผ ๐˜€๐˜๐—ฎ๐—ฟ๐˜๐—ถ๐—ป๐—ด ๐—ผ๐—ป๐—ฒ, ๐—ถ๐—ป๐—ฐ๐—น๐˜‚๐—ฑ๐—ถ๐—ป๐—ด:โ†ณRetentionโ†ณFeedback loops and positive PRโ†ณGenerate user-generated contentโ†ณDistributionโ†ณReduce fatigueโ†ณReward your most loyal fansโ†ณDrive more revenueAll of the above has a direct impact on your User Acquisition activities. Supercell has recruited over 1,000 creators, claiming some have even increased viewership by 600%. I mean, you canโ€™t pay bills with viewership, but still. That was their main UA channel until Brawl Stars blast. Newsletter here.

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Capybara GO by Habby makes $800k/Day without the U.S.!

Capybara GO - the new sensation by Habby making ๐Ÿค‘ $800k/day in revenue still without the US! This is going to be bigger than Survivor.io ๐Ÿ‘‡ Habby did it again! Changing the whole mobile gaming landscape with the recent launch of Capybara GO! The game features a unique blend of gameplay mechanics that encourage passive play. The future of mobile gaming is here. Passive play, you heard it first on two & a half gamers.Most importantly, Capybara GO draws inspiration from various successful titles in the mobile gaming industry and putting them together piece by piece into perfect compatibility. A Very important insight: this game is basically a slot machine dressed up as an RPG. Is positioned as a social casino RPG, blending elements of both genres. Addictive and sticky gameplay? Hmm, where did we see that? Capybara GO creatives […]

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All in Hole by Homa Games already scaled to $50K+ A Day

All in Hole by Homa already scaled to more than $50K a day ๐Ÿค‘ in IAPs, even though it is still in T1 "soft-launch" release and it is not available worldwide (US is open). We couldn't ignore this very bold iteration so you can read the rundown here ๐Ÿ˜Ž. Core gameplay is based on Attack Hole ๐Ÿ•ณ๏ธ, another similar game in Homa's portfolio, which already did 100 Mil. downloads. Both of these are an iteration on Voodoo's 2018 smash hit Hole.io, which is a PvP โš”๏ธ based version of this core, where you eat your opponents. It still does 300K downloads a day and is past 350 Mil. downloads. So the team at Homa already had a previous experience with single player version of this core, where you simply grow your hole to eat more and more bigger level objectives, […]

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