I think so. But here we are. Yeah, we are live. Thank you very much. That would be that would be pretty good. Okay, so sending everybody uh in our channel we are live. So hello everybody. This is Two and a Half Gamers live session because why not to do the the usual game review but this time actual actually actually live and with your comments, questions, whatever else. So it's a little bit more fun. I'm looking very grainy. That happened suddenly.
It's okay. Don't worry. You are actually. Yeah, I see.
I see.
Maybe. Yeah. I Yeah, let's let's just not do the usual stuff because nobody cares here. People are actually care about us talking about the game. And today we are talking about whole people. Hey, looking forward. It's scaling like crazy. So again, here we
are. My name is Matthew Ancharich.
I'm Felix Broberg.
And I'm
And we are
your host.
We're getting there.
That was pretty smooth. That was pretty smooth.
Okay. So, we should talk about the game and you should actually show the game play as well. Yakoup.
Mhm. because uh I was going through some comments and they're like 19 minutes finally I see the game play
start with a start with the game play I guess. Yeah, like okay yeah we can we can start about with the game play
and also can you just kind of reload the the game because this is not only by Rolik but it it was published by Role and there's the the company behind which is developer called Hyper app if I'm
ah okay
not mistaken
sure sure
yeah so kudos to the developer obviously and
to the publisher because last time we talked only about games but there was also super blast games guys. You did very good job by developing the the game that we talked about which was night out. So hyper
night out, not night out. Night out is what you do on Friday night. Knit out. Knit out.
Yeah. Yeah. No. No. I was already
I see why you got confused cuz night out is really cool. So it could be a night out, right?
Night out. Yeah. Yeah. It was It was I was already already thinking about Friday. It's need. Yes.
I'm happy that somebody's joining Dwagel Club.
Yeah. Yeah. Yeah. Yeah, I was already on Friday. My [ __ ] hell. Jesus Christ. Okay.
Okay. So, game play first.
Yeah.
Yes, please.
Okay. Let's do game play first. Okay. So, um typical ROIC template, even template main menu. I think they they just use this all over the place for their puzzlers. So, let's start, I guess. Uh, incidentally, this game is much less
about the whole mechanic than I expected.
Like I think it's literally just because of marketing purposes of low CPI like that that that's like that's my take after playing it because I was like, "Oh great, it's going to be some kind of derivative of whole IO or all in hole or something." No, nothing. You just like like this could be literally like a shape of anything or or whatever. That's it. But the shape of anything doesn't really matter. It's a hole. And I guess it's whole exactly because of the UA. Yeah. Yeah. Because of the UA.
Shape of everything would have high CPI. Because what happens is that and this by the way this took me few levels to even understand what's happening on the screen because there's so much happening on the screen.
I was just randomly I was like randomly clicking like oh this works perfect and then like what am I doing? Yeah, because if you click on the actual people, the avatars in like I guess those are the same assets from like Buzz Jam or whatever like usual like usual
people mass.
So you can't click anywhere here. You can just click on the holes themselves.
So once you click on the hole, it consumes these guys and then a UFO comes and drops them into the hole actually. So
how else would they get there? Obviously.
Exactly. The other very important fact which I learn later is that not only the UFO drops these guys, but there's another UFO who drops the excess guys that didn't fit into the hole. And this is this this is the most interesting part about this whole thing because at some point I was like the puzzle.
Yeah, that's the that's the iteration because at some point I was like
this is pretty much night out. You mean you mean night out in the in holes?
Yes.
Yeah, it is. Yeah, it is. It's the same thing.
Yeah. So, it's like all the other things that that you see here are pretty much in the shape of knit out. It's it's very very similar but this one thing that
dropping stuff on the B like you don't pretty much
stuff excess stuff drops on the bench that that thing that's the big iteration here which has fatal consequences pretty much because at some point as you said like you were clicking on stuff and stuff was happening and it was great in the beginning because the difficulty was super easy but later down the line I was like why did I lose I literally got this feeling like Why did I lose? Because I let's say there was a blue hole. I click on blue hole. It consumes blue people. They drop here. It was finished and then you lose because there was this other UFO who dropped the excess people on the bench which they couldn't get anywhere and then you die. So yeah, we'll get to that scenario.
Pretty pretty much I kind of learned how to play this in level three and then yes, if you if you run out of space then you're [ __ ] But
it's it's not that hard.
It never says this mechanic. Like
sure, but I mean can can you just
understand like if if all of these four tabs are full then of course like where what would you do?
But you can still have moves normally.
You can still have moves but you need to move all the players that you have in those like two holes at the top basically.
Yeah. But you need
because go direct it goes direct there.
The thing is like you need to move the exact amount. That's
Yes. Of course. Yeah. But it never says because the moment you you just matching colors doesn't make make it like that's that's the thing.
Yeah. But I think you can you can count like how many of the kind of people is at least we have here points not percentages on those yarn like last time.
Exactly.
Yeah. So what we're doing is we're pretty much clicking on these holes and consuming these guys. Uh and then we have a random uh by the way all the deterministic I check it out. It's not random like the levels are deterministic. So the moment I load it back, it is the same. So again, Rolex's expertise in deterministic puzzlers.
Even Nitto was deterministic.
Yeah. Yeah. It seems so. So everything's deterministic here, which is great in my opinion because it just proves that they have very strong level design. They can do a lot of levels and it has this self-balancing curve of you getting better at the level eventually, which is good.
So uh and there's no time by the way.
Exactly. Yeah. That's why I love it.
Yeah. Very good. Okay. So, you get to this position like I did pretty much where you see that the matching colors are pretty much blocked. And here's the real puzzle. You need to start unlocking space on the ground here and use to using your free space on the bench in order to even be able to move stuff with the puzzle like this. So, that's that's that's the beauty of it. And then comes really the hard part. Like this is an easy level. So this this shouldn't be a problem. But let's say level 30 or level 29, those were really really hard because at some point I literally had to like I don't know how many moves I had to count and recount in order to be able
to just like finish the level because it was just so hard. So
your every move pretty much depends on how how good you can order these guys because as I said once you go over the matching color like number and they going to access they fill out your bench and then you're [ __ ] So
yeah it's interesting that you know you are kind of loading the new feature with
Yeah. By the way this is not new feature this is new level mechanic.
Yes. Yes. Yes.
So much. It's really good. Yeah, it's very good. And they they completely, you know, they have these simplicity menus where there's nothing in it. Not even the the basic like loading picture of like stupid points or something and they just load the new mechanic.
But but that's what you have there like in all the hexa swords and and block gem 3D like you have a picture and you get random points and you you get those points and you get the picture and that's it and and nothing it doesn't have any effect on gameplay. Here at least you have a mechanic so that's good.
Um yeah, moving on. I guess we'll get the interstitial or we didn't. Oh yeah, we got
of course it's almost every after every very interest very interesting thing here is I got interstitials after level 36. What levels do you guys get it from?
What immediately after like 10?
Yeah, somewhere like teens teens I got.
I have a theory here. What I think they're doing is because rewarded ads come
Yeah, exactly. the rewarded ads what they do is they load that right from the first I think it's like the first fifth level or something like that. So I have a feeling what they do is they take the eCPM of the cached value for the first use for the first ad that's loaded and then use that data to decide how quickly you get an interstitial loaded for you.
Pure theory but seeing that we all had it on different levels. So what you do is you take the cached ad for the
rewarded. You look at the eCPM value on a user level. If it's a super high ecm, you push back interstitials because you lose it is also a sign that it's a user or a user that could make an AP. And then you push back the interstitials further on.
Okay. But are you a big whale? I would I would actually assume they would push my intersticious later, not yours, just to be honest.
Yeah. Who knows, right? But there is some kind of difference, right? Because also like I'm playing from Portugal, which I guess is not like the richest country in the world, right? So yeah.
Yeah. Because Slovakia is absolutely the richest country. That doesn't make any sense.
But there is some difference, right? So how they monetize users is definitely segmented. some way. Uh I know Rol is not telling, but there's definitely something clever going on there. For sure.
For sure. Like they're doing this for
the I don't know how many times like
Yeah. But like the today the revenue on site is scaling like crazy. So
yeah, but but based on the download volume, I wouldn't say that the ad revenue is any any like
Yeah. It's not big.
It's not 20% max.
Yeah. Like I think from the point of caller block jam, they're just pretty much going very straightforward through these heavy IP driven puzzlers and and that's just it. So
did you guys get banners by any chance? Cuz it says it in the remove ads I
but I didn't never saw them and couldn't find any videos with them either.
Oh, me neither. I was I read the the no IIP no ads popup and it was like ah remove banner ads but yeah I haven't seen any.
Yeah. Yeah. The the interesting thing is which is looking like it's the new blueprint for how they do these puzzler for the ad side, right? Is that after Oh, Kitty Sword. I love that game. Anyway, after they do um after they show the first interstitial, they have a like a popup that covers the whole screen
which tells you that you can remove ads. So, it's a in kind of a change like we saw. Same thing in impulse, but it's just less in it's in your face more and it's only once. So I guess it must be a relatively good conversion point because as soon as you see interstitial you also remind you can remove them.
Yeah.
And same thing on nit out
here was
by the way. Am I missing something here on the top right?
It's a hard level. Hard level. It says hard level.
But like this seems like
button without something like
just just a ribbon.
Just the ribbon.
Can you show since it's a hard level, can you show the boosters now?
Yeah. Yeah. Uh so first booster is a extra slot.
Mr. Booster
lifesaver. Uh this is the one that's creates a rainbow hole which sucks out all the colors.
Wow.
Like speed up the thing. And then this one was uh what was it?
Yeah. Just goes that the bench. Didn't use it. Okay, there we go. Uh, yeah, if I want more. Oh, they're super pricey.
Of course. Really? Of course. There we go. Um, yeah, I can even buy more. So, this is a hard level. This is the one I've been telling you about that you really need to don methodically because literally one bad move can kill your flow pretty much. Ah, not one bad move, but multiple bad moves and then [ __ ]
At some point it gets to one bad move, man. Because like Yeah. You you you get stuck like super fast and then pretty much
and and the interesting part is that when your bench is stuck, you don't even know it and and and you're already kind of dead at some point. So, it's
Yeah. Because you clicked then and it's like, "Oh, wait a second."
Yeah. Yeah. Yeah. The interesting part is that like a lot of times you can't even
Why are you clicking on that yellow
hole? Tell me. to to show the viewers that at some point you click on the colors that are stuck so it cannot vacuum anything around them. So you need to unblock it by sucking the other colors around it.
Yeah, but you you need to do green and pink.
Yes, but green is also blocked.
Yeah, but pink is not. And then you unblock green right away.
Yeah. Yeah. There we go.
Um
yeah, I think I'll show now it's fine. the ex excess problem.
Oh yeah.
So ex the interesting part is that basically this game is knit out with this with this like mass people iteration. It's like exactly the same like literally the same from systemic like game design standpoint.
Yeah. You just uh it's kind of
like even the mechanics here on the bottom are like the same. Like it's same color block gem like stuff spitting out stuff that you don't know, frozen stuff, stuff without color until you touch it,
yada yada yada. All these like it's exactly the same kind of play through here on the bottom. And then you have again same conveyor belt style like assignment that you need to fulfill and then you have bench in the middle like it's exactly the same with the with the only thing that like again yarns go directly here and they consume stuff on the top whereas here these go directly here and the excess then gets gets there. So this one is definitely deeper and maybe even that's why even the revenue is better a little bit. So and a little bit mean like 50%.
Yeah. But it's just like yeah, it it's it's just like I'll show you the graph and you'll see that it's pretty much uh very very similar.
So I guess we get also this one because we used the booster. So it won't be that hard in the end because we broke the level design complexity.
There you go.
There we go. And we go with frozen stuff. By by the way, it's I think it's
way more valuable to actually watch the rewarded video rather than just uh be stuck on some of the interstitials. Although it's not exactly 30 seconds, but usually it's it's more, but still.
Yeah. So, this is what I call the placement convert or die, where essentially if you watch the rewarded ad, you get the reward and you move on. If you don't watch the rewarded ad, you get an interstitial ad which conditions you over time to just watch the rewarded ad because you're going to see an ad no matter what and it's better to double it.
Exactly.
Yeah. Yeah.
Yeah. Okay. So uh whole people regarding the charts revenue and downloads uh if you go here um it started in March and then it all way went to all the way to 90K uh a day
which is interesting.
Yeah, last week downloads wise as I said
if you look at it it's pretty small something like 25k a day. So it's not but I'm comparing it to those like high volume okay
which have like 100 to 50k downloads a day easily. So the ad revenue isn't the strong here. But this is the chart I really want to show you.
So this is basically nit out and whole io where whole sorry whole people where whole people pretty much started exactly one week after nit out started one week after whole people and it's a very very similar graph.
Yeah. But look the problem is the okay so there is few more people actually uh under the UA chart. So okay that makes sense but it's still so much more revenue. It's there must be something else rather than just the UA play and the whole kind of thing.
You want to compare ABDA or what do you mean?
Something else.
Yeah cuz what is the main conversion point in these games right? Is it to remove ads you think or like what do you think if we go into the store is that
I would say boo I would say boosters and then
I think boosters as well right
say yeah
you know level level I don't think you you
pack fail offer fail offer second
yeah okay so I want to say like you can't just scale a game on non non no ads button it's like impossible
yeah exactly yeah it's not a good strategy
but but this basically means that people are buying either more boosters or more like
coins plus
exactly for boosters. Yeah, for boosters or continue the Yeah, continue the game when they're stuck. I mean, but I'm really missing the streak mechanic because if I now I'm stuck and I lose. Okay, whatever.
I mean,
oh yeah, yeah, good point. Yeah,
but but this is this is this is the thing that I think Role is going for like we talked with Nital and I think one game even before that that they just start very very lean and and scale it
through level design and then add stuff like once it hits the color block gem kind of trajectory then they start to add more meta into it. That's my guess because like think of it just whatever you create like the only thing that they create and here if we where is it if we compare it basically what they need to create for this is pretty much just the level design.
Yeah
because like everything else was there created and so it's like level design the boosters and and that's it like the bench mechanic and all these other things like my guess is it's it's a module that they insert into their template so they already have it. So they're just creating the layouts of those whole people at the bottom and then the the stuff that's coming from the top and that's it and and some one time uh mechanic coding of like okay boosters, okay, this this this and and there we go and no other additional features. So it's just super easy. I guess my question would be like how big
of a team this this game is being driven by? Like my guess is it's like super lean.
Well, should be.
Yeah. So let's say because
yeah I mean on the ad revenue side it's exactly the same as nits is somewhere between 20 to 25% not more. So yeah identical in how they monetize is exactly the same.
Yeah those games are very very close to each other from both mechanic or like like they're pretty much very similar in every aspect literally every aspect. My guess is the the biggest difference between the view actually UA
I would say maybe they they also don't use the web shop and they should they you know as the need out uh and if you're listening guys from Rolik you should definitely call Fastpring because this episode is brought to you by Fast Spring which has delivered D2C at scale for over 20 years and they power top mobile publishers
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here. I guess like I guess it makes sense to actually have a web shop because they would improve revenue by more than ad revenue. So yeah,
exactly. Right.
If you have 20% and then suddenly you can you can get way more uh at least value. So why not?
Yeah. It's the it's the second biggest game current in the sword category after magic sword actually.
What's the user base if you go to DAO for these games? I'm just super curious. No, no, no. For the whole category, can you go by D?
Whole category. Oh, okay. Oh, don't know if if the Oh, okay.
Yeah. Hexa sword still.
It's crazy how this category has completely changed in the last year where it used to have these absolute mega DAUs and it's now like a third of that and you're dominating the category because everyone has gone to APS.
Yeah. Yeah. You know, it's just what what works that that it works. I guess it has a lot to deal with UA
maybe. Maybe.
Yeah. Uh let me just finish that uh with the with with the chart here by commenting something. So magic sword actually last 30 days went a little bit in decline but this is like within margin of error. But see how these jumps are there like whole people 40% which means like just aggressively scaling out 50% aggressively scaling there's coin sword yeah
which if I understand we already looking
at a little bit
saw so yes so many so many ads when I was when I was playing whole whole people I s I saw like 10 ads yesterday on
for this game.
Yeah. So
it's going in in the right direction.
Yeah. Yeah. So, I guess we'll see each other in two weeks.
Did you Did you Did you see the ads or on your smart TV? Where did you see them?
Yeah. Oh, it wasn't on the on the smart TV. So, I guess they they're not running Vibe, but they could they could vi, you know, even these type of games, they're slightly different different creatives. But if you're not running CTV ads like massive brands, well, you should because with vibe.co, you can launch CTV on Hulu Roku Tubi. you name it in minutes because it's totally self-s served and actually drives real business results with over 5,000 brands already using it. Maybe it's your turn as well. Check out vibe.co. Go there and uh launch your CTV campaign in minutes, guys. In minutes.
Also, it's let's see. I'm trying to find one other game which we talked about. What was it in the like earlier today? Sword. or dash
dash. Now
let let me let me check let me check it in our yes sword dash where you're right but it's not anywhere there so I I would say it should be
now that I plug in game
yeah we start scaling or start scaling not that much while the coins is doing way way better
of course because this is just uh hit let's just say it hits metrics to capture our attention.
Yes. Okay.
Let's leave it like that.
Yeah. Let's leave it. Let's leave it there. Okay.
Yeah. So, it means that they are pretty much uh like these movements here means that those are like UAT UA tests
basically.
Yeah. Yeah. Yeah. For sure.
So, so this is so spong game,
but go into the sword genre again, right? Like
either puzzle or sword, right? Like this is a epic battleground right now. There's a lot of players that have like large market share and they're fighting it out. It's not like forex, right? Whereas two companies basically
dominating. Wait, wait, wait. You can't really compare.
Let's maybe let's let's maybe like tone down the large battleground if the biggest game is 3 million in a month.
Yeah. Yeah. Exactly. I mean, you can't really compare forex to this
at all.
There's more space to compete in this like part of the industry, though.
So, yeah. in in you have four eggs, you can cooperate to match three. Those two categories, if you want to make a billion dollar game, you go there. You don't go to sort.
You don't go to sword.
If you Yeah, let me put the
Maybe you go, but you just need to you just need to do all of the all of the live ops and and events and all of all
of it in this in this category.
So, Felix, this this is what I wanted to show you. So you go into those categories and uh what was it now?
What are you trying to do
to show you the the options?
Sensor tower wizard.
Yeah.
Yeah.
So these are the subcategory subg genre of puzzle. So we have block, bubble shooter, hidden object, jigs like you see all of these. So just from looks of it, the biggest one is of course match three.
Sure. And uh I don't know if where where is Stephen under
this is quite small still. Yeah, matchm where's the actual category here? Like where's match three? Match pair. What was it? 20 options. Like this is pretty much whole puzzle. But uh yeah, but you can see it in the whole puzzle. But pretty much match three is the biggest then
merge. Then you have stuff like this is all match three. This is merge. Yeah. match factory which is spot number 10. It's uh match 3D the you know going through that mess thing.
Yeah. Yeah.
Like like 3D mess. So that's the closest one. And then we go back again. Then we have color block gem which is a anomaly. Let's just say
the beast. The beast.
The beast. And then we have our screwdom. Then we have hidden object.
Then we have uh yeah all of these other ones. Mington story. Yeah, we covered that toy blast matchmaster. This is a match match 3 PVP game.
Yeah.
Then we have the Asian guys. Then we have triple match 3D and so on so forth. So yeah, nowhere close near Sword is even like touching this
because you know like top what 25th game in this list makes five six million IP a day a month. A month. So yeah. Yeah. So
yeah, just wanted to show the scale of
Yeah. Honestly, yeah. like this can be this can feel all almost like a black box right so that's why PVX lambda is a game changer because you plug your your data into the MMP and boom within one hour you can get clean robust benchmarks there you go retention insights and even forecast whether you're ready for funding so you know no fluff just real answers it's 100% free just go check out pxpartners.com/lambda and get your growth strategy on point. There you go. PVX PVX partners.
We need to have a sound board where it will be like combo ambush because this literally the third time in a row he spoke. He did an ambush at
Yep. I wanted to have a soundboard but you [ __ ] you said no. So, but it's
because we know what kind of ruler you would be with a soundboard and it would not be a just one.
I know. Well, I know. I know. I know. I Yeah. Okay. Fine.
Okay. Um, do you want to go UA?
We can. No problem.
Or or any any anything else on ad side, Felix, that you have.
It's 20%. Thank you very much for listening.
Yeah, exactly. But like I I would love to get drunk with someone for rollick and they would just tell me how they do the segmentation like how they do it because like ads have completely gone off the radar for them. Like they don't use banners at all. I haven't seen any videos of it. Maybe they do for some
I think also before Mate ambushes another ad.
There's no other there's no other ad. No, there's no other ad.
Yeah. So I think when it comes to rewarded ads now I think the let's say the knowhow got much much much more sophisticated last few years or like months where you know if you remember the episode we did with the iron source
guys.
Yeah. Yeah. supersonic on like how they preload and choose between interstitials and this you have all of these other segmentations now that you know capture and go after eCPM like high low value users and all these like pretty much black magic tricks that are run completely on the back end side. No, no, but like for someone that that was just used to like, okay, I set up this waterfall and I like, you know, put these
three talking like that. No, but
trust me, man. Like when when you talk to a lot of people, they still are running like some very very obsolid base setups and and they just don't use it at all. And
because they don't listen to two and a half gamers and they're two and a half steps behind the whole industry.
Exactly. So it takes like a lot of knowhow these days to be actually able to squeeze the ad revenue properly on a scale. That's that's the because it's on a scale only like these things don't work if your game's small.
Yeah. It's like it really becomes worth it when you have a lot of revenue. But like even on the mediation side now you can set up multiple ad units for the same type of ad format, right? So you might even be running some sort of segmentation on your back end and then you're mediating to different ad units depending on whatever you're choosing which is up to 20 ad units on max per app right
so yeah it's a bunch of stuff
can you see how many times we cover some giant game with giant volume Felix go into the txt files and then you know started taking out his hair basically because it's all wrong. So
I'm telling you it's not that easy.
Yeah.
Sure. I I just wanted to say we will have someone from Rolik and he is already on the list uh for our super special invite only event. So
I'm going to find him the pot.
Yeah, I'm going to find him. Corner him with a bottle of tequila.
Well, are you talking about me? That's fine. Yeah, I can I can work with bottle of tequila. No problem. Yeah, I know.
That would No, that would that would definitely work on me, I guess. Let me just share the screen and just go here.
My guess is that there would be all the holes and like all the all the
I'm hoping to see Swiss cheese. I don't know why, but I think it would be funny.
Swiss cheese.
Oh, is it going to happen? It's not going to happen. Okay, so we have this, which is we already talked about this. They are actually running some quite some UI channels.
Maybe some of this AI stuff, but this is this is like anti-AI usually.
This is anti AI. I haven't seen AI
the hyper casual visual and all of like the Rolex stuff is usually very very core core center
quirky.
Yeah, it's it's not going to be as as crazy as you would think, right? So as all of the all of the game play and this
is quite uh quite easy to to understand and play this is all kind of integral and unity and uploving but I'm going to show you the the actual meat and stuff in the in the Facebook dashboard you know like see IQ there you go [Music] Ah, I mean I still I still need to say like this is very satisfying.
Yeah, but that's the whole point. Otherwise, the holes wouldn't be there.
Yeah. Yeah.
I'm just missing Einstein and your IQ meter, right? Which is there, but there's missing an Einstein or a brain.
Yeah, I know. I know. This IQ is there, so it's fine. Oh, wait.
The game like this is so fake because you never click so fast.
Exactly. You can immediately fail.
Yeah, because you Yeah, exactly. Because you then filled the whole board. Uh, and
then not only the board, but also the the extra
bench benches. There you have extra benches. Okay, so let's just go here. This is the most interesting part. Uh, okay. You know, classic stuff. This is what power feels like. And we have not the whole Yeah, exactly. This is the thing that I was saying like whole IO like the whole thing is completely non related.
Yeah,
we have that but we have very satisfying puzzle obviously and this feels like an old kind of built
because it looks a little bit different. Although it's it might be just altered gameplay, but this is exactly what I like. W the big board and and stuff here. The different kind of
black and white.
Yeah, black and white. I hope these holes big enough. So they're playing this slightly kind of I would say sexist way of of of
kind of showing different
What was it? What was it? What was it? It starts with
Starts with one end with zero survivors.
Okay.
All the copyright. Yeah. Yeah. Yeah. Oddly satisfying. Massively addictive. Sure.
I just [ __ ] see
hearts.
Hearts. Yeah. Nice. It's all of the different things like actually I like this. It's just feel like what can you what can you actually do here? I mean because this already must have very low CPIs but they have 130 kind of uh pages of different creatives. So it's kind that's that's fine. That's pretty good. That's pretty good amount of uh of creatives. I would be really interested if some if some like low poly version of hooks with these guys would work on AI.
I would say that's pretty doable. And
yeah, I can do this. AI can also do this low poly [ __ ]
Of course. Yeah. Yeah. Yeah. Of course.
Of course. Look, it's also quite bad quality, but it's not low poly. It's not low poly, obviously. So, let's see what else we have. It's not that many things to be honest when I was looking into this
because you had a little critique colored holes.
You had a little critique for Rolex UA on Nit Out, right? Is it the same?
No, I would say I didn't have a lot of critique there. It's was actually just okay because it was a lot of different creatives with the kind of images and pictures and everything was kind of wool and you were knitting it out from that picture which was one big image nothing else. But here I mean come on for that for that scale and I'm know I know Facebook is not the the biggest channel most probably but still even if we go to Apple I mean and and do all let's just
go oh you know let's just go only only playables. So playable the same playable. Okay, we have German playable. I guess
German playable. You mean German flag colors?
Yeah.
So that's the the second. This is exactly No. Okay. So this is the different one. So it's third.
It's not it's not battle.
Okay. But I would assume this should be simple.
It is. Yeah, exactly. It's very simple. And
okay, this is a little bit longer than than the previous one.
I'm starting to think that this is part of their like lean template for games.
What do you mean this? that these unique puzzlers needs to work mechanically on their template and deterministic level
design da but it also must probably work on the UA perspective whereas they don't really invest that much creative energy
oh that's why okay so that's why I would say like the kind of like the lean production
yeah yeah because it fits the lean production it's like mostly cores like always it's the core it's like some variations different angles different assets different something but it's basically the core like honestly How many creative concept we have seen? Four, five.
Yeah, five max makes maximum. Yeah, exactly. For that type of scale like 2 mil a month or is it 2 mill a month?
Maybe more.
Something more. More more
more. Yeah, like 90k a day.
Yeah. Like what would like the the actual daily revenue is like 130 150.
So
to get it. Come on. Like it's it's 90k in a sensor plus 20% ads
and it's getting up.
Plus it's scaling up. Plus m Yeah. sadness multiplier. So, I would say 150.
Yeah, it could be definitely. So,
at this point,
so the run rate with ad revenue, if they
stayed on the last 30-day revenue, which they're not, would be 26 million 26,700,000 in a year. That's the kind of run rate of the game right now.
Okay, not bad.
Yeah.
So, and this is what I wanted to say that I'm I'm not seeing, which is the very long playables that plugin was saying this is actually the like the way to go. So, it I clicked all almost like 20 times already. And they're saying they're pushing for like let's call it endless playables or 24 clicks. I'm not sure where did they get 24 clicks, but this is exactly what uh what I wanted to see, which is good because very big board and you're actually almost playing the game. You remember my mom? Oh, I was playing Farm Hero Saga and then in the between I play all these small levels here and there and then I get back. So, Okay. But yeah, h it's actually it's actually pretty good.
So, what do you guys think in the first
year? Will this game make 50 mil if it's on a run rate right now of 26 or where do you think it's going to end?
Why not? Why not?
Uh why what
I'm looking at the looking at the Rolex portfolio currently and uh of course color block gem is making 11 mil. I think this is only iOS because I cannot pair it with uh can I with both categories a united?
You can you can
uh I just don't want for it to go into both take two and like the whole portfolio.
Yeah. If if you can give me the screen I'll show it.
Sure.
You know go for it.
Yeah. So we have the whole portfolio here and I just want to keep last 30 days to show buyer revenue. So
yeah more than last
because it paired the whole portfolio.
Yeah. Yeah.
What I didn't want to
um Yeah. So let's go back here. Give me a second. Um
what was it now? Here. So if we go here, let's just like let's approximate it. So let's take iOS rolic and then
okay
this way because there's no other way how I
yeah sure I know what you mean now okay fair
yeah so we have color block gem 11 mil on uh last 30 days if I understand this is last 30 days isn't it
plus another 20 on ads
yeah where's the yeah last 30 days worldwide so 11 mil color block gem and then 3 mil on Android so like 15 mil let's say
you do the overall revenue six and then the other 16. When is it 11 22?
So, so because what I wanted to show you was that
there like I was expecting that there's much more of these like small games doing like two three mil but it's not.
So, yeah,
because I guess they're dying fast also on the other hand. That's the thing.
Very low halfife like very short halfife.
Yeah. Yeah. Yeah. So, I think at some
point we should do differently like rolling portfolio like
again.
Yeah. Again. Exactly. again. So, so what you see here, there's whole people, there's nit out, and there's crowd express boarding puzzle, which is quite interesting. I guess we also need to look at that. And then you have fill the fridge or what was it? Not here. Uh, geeko out. I don't even know what's that. See, I remember C2A was big at some point.
Yeah, it was.
So,
but back then the color block gen didn't exist. So, you know,
yeah,
I would say there were like the strategy that we talked about was they're making all like some Yes.
This is exactly what I'm saying.
Yeah.
Yeah. So, they're making these stegosaurs or
you know, so they're pretty much creating these dinosaurs. The problem is they go the way of dinosaurs, so they eventually die and became nothing. So, that that's the big problem because the only sticking point is for for now color blockchem. And I was hoping that they
would create this tale of like you know always you hear the strategy we rather create 10 small games each making millions.
Yeah. But it was strategy before.
Yeah. There are no because they found out like the color block gem as a one game can make 10 times more than all of these small games together.
Yeah. Yeah. Yeah. So
I guess their business model just relies on having three hit games at least a year.
They have they have more. The problem is that how do you defend in the heat game? And was there like half half life for these stegosaurs to die? That's the thing because this is the time what is a year and a half.
One and a half one and a half years. Yeah. Yeah. It's one and a half years.
And how much money does it make still on a daily basis?
Now
on daily basis now
like 10 like 15k.
Yeah. Do you think like they're pumping some they're pouring money into this? Maybe not. May maybe very small.
No. This is like self-sufficient like
Yeah. Since October it went down. Yeah,
December wasn't wasn't the biggest uh month for color block gem. I mean, it
makes all the sense.
Maybe they shifted the strategy from the point of blockcham completely.
You found this gem. It's it has the be better KPIs in all of your games together. Like why would you not put all the effort there?
Of course, but again uh I haven't seen color block gem breaching 400k a day consistently. That's the that's the issue here that in the end this seems to me that it's will be another giant stegosaur.
But way it's going to take way longer to actually see that.
Oh no, man. Like like you said, one and a half year down time this
Can you put up there? I just want to see if that also falls true with hexasort.
Yeah. Yeah, sure. Sure.
Actually, it does.
Yeah, cuz then I really like this little theory you got. Jurassic Park theory.
Yeah.
Yeah.
Always finds a way.
Yeah. So, one and a half year. Exactly.
Yeah.
Yeah. One and a half year. Like all these dinosaurs in one and a half years.
Goodbye.
Hybrid casual dinosaur. One and a half years. Thank you very much. See you. See you in a one and a half years.
Okay. So, in one and a half year. Well, no, like when did again like the
which one? The [ __ ] whole people launched in March.
Oh, like two months. March. March.
March. Okay. So, we have eight more months.
This time next year. This time next year.
This time next year. Yeah.
We'll see. I'm just super curious because it's it's it really will make or break their strategy. Like, if this works,
let's not forget where they came from, right? They came from games that lasted anywhere between two weeks to a month, right? So, this is for them. Great improvement.
No, it's like amazing improvement. I just I'm just curious about the portfolio strategy because it's definitely not that strategy that's like oh we're going to have 10 games making 1 million uh a month because for for that
because they have one which is making 14
million a month. No, no, no. They have they have like three. They have three. They have three that makes 1 million a month. But but ask the question how many more people and and like you know Roly always breaks about like we kill so many prototypes like thousands of pro. So it means like you need three times more in order to do that 10 games 10 million thing.
Yeah. Also with the same thing with color block gem kind of next game.
Yeah. Color block project is basically anomaly. I don't think so. Color brogen was you know color broen wasn't done in a way that you would think like I don't know match factory he was done like match factory I think there was giant resources pulled into it
sure but it wasn't the first game on the market. No, no, no, no. I mean, Peak was doing Match Factory with the vision that this will either be like, I don't know, 100 million game or we'll kill it immediately and we have this one shot. These guys are doing prototypes and releasing game pretty much every second month and one of those just got kind of best.
I wanted to say lucky.
You wanted to say lucky. I
dancing around the Elant lucky. I I I heard it almost there.
This is not lucky because it's hard work. Like I don't want to say lucky because their template and what they're doing it's not luck. It's just
because if you say it was lucky you will you won't get visa to Istanbul next time you're going to be there. Yakub. No no no no. Uh this is not lucky. It's just hard work. But I'm just saying it's not reliable. That that's the problem that that you won't get another color block gem like you know that easy. And it's exactly it's exactly like with the hit creative that you're like oh my god this is amazing the the hit creative like it's the numbers are amazing and then you realize you're [ __ ] because you won't be able to replicate anytime soon and then when the number starts to go down it's like up here we are
like our hamster socks company in Slovakia went up and down here we go
what
yeah because everybody knows the hamster
sock company in Slovakia
it's like when you show these ads from bea And everyone's like, "What the hell is a bill?"
I mean,
turns out it was a grocery market.
Yeah.
Grocery store.
Okay. Yeah.
Uh, do we want to get any questions or do we have anything else on the menu?
I'm not sure. It's pretty quiet since we don't we are not doing AMA. But still, we can we can do questions.
Yeah. If anybody has any questions.
Anyone? Yeah. If anyone wants
it will take some time even to our you know voice reach reach the chat.
Do you guys want to maybe while we're waiting do you guys want to do any plugs for maybe China Joy or Gamescom or I can do that but yeah
you can you can go ahead and we can go there.
Yeah.
Yeah. We're doing an event in Gamescom. It's going to be great. We can't send you the invite just yet but we're going to put it in the show notes uh for when we release this episode and you can apply there. We'd love to see you at Gamescom. I'll be the only gamer there. And Mat and Yakob will be
understatement of the century.
Yes. Yeah.
Mat and Yakob will be uh uh off in an undisclosed location, but they are going instead to China Joy. So, yeah. Are we our party? Yes. Wait, wait a second. So, the party uh at Gamescom is August 19, starts at 8:00 p.m. and it's in our favorite rooftop bar, which is rooftop 58. We're going to share the the landing page as soon as it's done. Uh after the episode is live, which means when I push stop live, it's going to be live on our channel. So, I'm just going to Yeah, I'm just going to add it add it in the in the show notes. Anyway, uh try and enjoy. Yes, we are landing on Thursday, 31st of July and leaving on Sunday. We are we have a huge event on Friday where we have a talk with Yakub about AI and the game design. So, if you want to
come, let us know. Most probably you won't be able to, but still let us know. We maybe will be able to do it.
By the way, very interesting names in those event. There will be people from Fam Plus and Hungary Studio, the blog uh blog guys.
Yep. And us obviously. Uh and then uh we're going to do the B2B area in China Joy. Just go around and see what's what's up and then just meet our dear friends from China. So if you are there and want to hang out, let us know.
Yeah. And our dear friends from hobby. Definitely.
Yes. I mean I'm already in touch with David. So we are doing it and 1100% and all of all of the guys that do crazy stuff and great stuff. Okay, so I think we can we can just drop this now and if you want let us know your questions whatever comments under the
video or just join the Slack channel if you want. Okay. And let us know if this was interesting or not.
Byebye.
Thank you. Bye bye.
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