So all in all um textbook example of what a playable um should have. There should be clear tutorials. There should be some progression in there. It should be clear what to do. Some hand holding. So I think it does all of that very [music] gamers the midnight [music] crew talking UA adverts and game design too. M feeling shaking the insight. We're rocking those vibes till the early day life a [music] master eyes on the prize. Tracking data through the cyerspace skies. Feeling stats like a wizard in disguise. [music] Crafters lift us to the high. Two and a half gamers talking smack. Slow hockey sick. Got your back. [music] Ads are beautiful. They like the way. Click it fast. Don't delay. Uh-huh. [music] Uh-huh. Ah. Aha. [music] Uh-huh.
Okay, real talk before we start. This episode is brought to you by Potencus. And if you're a mobile game publisher tired of leaving money on the table, listen up. Potencus is a premium ad network built by people who have actually been on both sides of this industry. Game publishers, agencies, successful exits. So, they get it. Here's the thing. Potentus has direct deals with Amazon, Apple, Coca-Cola, Vodafon. It's not programmatic. It's direct. Those budgets land in your game at premium CPMs. No middlemanex. And they're handle everything with their in-house team in terms of the critics. Plus, they've partnered with Playable Maker. So, they will take brands YouTube videos or static images and actually turned into a playable ad or revert video. Proper interactive format built for gaming inventory. Brands getting a gaming native creative publishers are getting a higher CPMs. Everyone wins.
Head to potensus.com to get started or check their creative portfolio in the link in the show notes. Thank you very much Potencus for sponsoring this episode. Yeah. Hello everybody. This is Gamers and we are here to talk playables. Playables again trends our favorite playables and discussion about again playables. My name is Mate Ancharich.
My name is Andreasburgger.
And we are your hosts.
Nice. Okay, that's that's perfect. That's perfect. And I'm melting. So
if I Yeah. I mean, it's it's pretty hot. It's pretty hot outside and inside as well. We turned off your vent. So let's see your fan. So let's see. At least I have this beautiful cold beverage on my desk.
You know what else is hot? Playable ads.
Ooh.
Oh,
very true.
Sorry, that was very corny.
That's that's perfect, man. Like, come on. That's that's that's that's exactly what we want.
Talking about playable ads, we will in revel in very short minutes or seconds like who which playable ads each of us basically selected or picked for last month. That's kind of our introduction that we will do it same as last month. It was yeah each of us will play and show free maybe more maybe less playables that we liked in that specific month. Just some sort of sneak peek because we don't know who selected which. Maybe we even have the same ones.
Yeah, let's see.
Do you have do you have any themed playables? It can be any team but one of the parts of the article that I was helping write in my blog was this month was themed playable. So it can be soccer like football championships and all that stuff. It can be summer team or or winter team or whatever. Do you have any themed playables this month?
Not really.
Well, I did one thing making my selection. I deselected Apploving
and then just stuck with all the other networks that were so I just I figured
maybe I'll get something different because everything is running on Apploving anyway. So, I did do that just to see if there's you know if it's any different. So, we'll
I did exactly the opposite.
I did a combination. So, I selected all our networks. So I have
Oh, nice. Okay.
Both upload and uh I haven't checked. So let me then start with my site and I will start right with the themed variable. Why not? So let me just share it.
Share screen. This one. No sound, right? Don't forget.
Don't forget. Yeah. To turn off the sound.
Yeah. So do you see this one? I will reload it. Sorry for that. So this is basically for zoom line, but it's part of the team playables that I was talking about. like this is basically a so I sorry I hate to call it soccer but I always do when I'm talking about it football themed playable
football yeah exactly it is
but this is not a old mechanic you know this is not a old stuff in terms of what you are doing as a player or as a user but in terms of the team you know this
was released in July I think specifically at that week when uh football uh is it called championship in English in US was basically happening
world cup you mean
world cup world cup [laughter] Sorry, it's you know it's in your head it's in swag and all of a sudden it's completely different language. So, and this is basically the thing that I like. This is the the message that I wanted to push push forward as well. Like if you see that there is a big theme like it can be a cozy like you know summer thing that you need some sort of drink or this kind of championship etc etc like you can feel free to use it even though this is nothing to do with zone survival of course but you know the mechanic is old. There is nothing new here. I was actually struggling to beat this playable but I eventually did. I just need to remember which which one I I eventually picked. But the whole mechanic is about you should score 10 goals uh through that octopus right there. And you you can never do it
you can never do it just like on the sideways. You actually need to be stronger than the wave itself which is
not as easy as it looks.
You are failing quite heavily.
You are I'm failing. Yeah. Yeah. But this is what I like. Basically this is this is the whole I will probably be need to spend like half an hour of beating this. But uh but yeah that's the playable. Do you like it? Leave me a comment. I I mean I still I still I'm still surprised like I try theme playables like summer, Easter, Halloween, winter, Christmas.
Never works,
right? Yeah.
I always get two stories from from the customers we work with. It's it works really well or nothing at all. So I don't know if it's maybe genre. I know some some puzzle games work really well um with the or they do very well with the teams. I also know the casinos, the slot games.
Yeah.
They have some of them have Christmas playables run the whole year because it's the best performing one.
Yeah. Okay. [laughter]
Yeah. I don't know if it's if I think
you again, right, you should try it. But yeah, for just some apps it doesn't work like it doesn't I don't know. It feels like it maybe it doesn't resonate with the user base that Teams is really something they care about. Can you uh are you trying to win, Andre? What's going on?
Yeah, I'm not sure. Yeah, [laughter]
this is me trying. This is me trying what's happening.
Okay, so guide guide me guys.
What's what's on the left? Okay, on the right you get extra players. That's pretty clear. What What's the things on the left?
It's 800. I need to hit it 800 times which is
But what do you get? What's the investment?
Uh you get like a stronger weapon basically. Yeah, maybe. Yeah, maybe.
So there needs to be a balance between getting more balls and then the stronger weapons. I see probably what's happening because as you can see a lot of balls are kind of getting missed and I think this is the fault of either my browser because I'm using it not in sensor tower but there's a link you know that we that you can get.
So I think that's the case because definitely when I was playing it in center tower I was able to do the combination of right option left option
I got like four or third power up here on the left. Oh now I will actually do it. Okay now now it so this might be working a little bit better. Ah, this is me trying.
See, see, it's finally hard.
It was the strategy that was failing, not the hardware.
Yeah. Yeah. Yeah. Yeah. [laughter]
Actually, but but I refreshed the the browser.
Sure. Yeah. That's That's exactly.
So, guys, long story short, this is how we beat the octopus. Uh, and see you in in a month. This is the whole episode.
And I scored and I scored 45 gold, which is not bad.
Nice. There you go. Way better than than before.
Yeah. So, Zolite survival. Uh, nothing to do with the gameplay.
What's What's the game all about then?
Yeah, this is the part I'm still very much in the dark about because just looks like a football game.
Yeah, let me just take me just let me check.
Zline survival is nothing to do with a football
obviously. Oh, this yuzu games.
And let me check strategy and whatever.
It's like a tower defense kind of game. It seems like like base building tower defense.
Oh man, this will be Forex. Yes, this is definitely B4X after all.
Yeah. I I read just the first comment on Google Play and it was the game is very similar to other Forex strategies.
Yeah. Yeah. Yeah. I mean you can you can check the the screenshots. It screams for it's like it's going to be Forex afterwards.
Yeah.
But definitely starts with something else which is Yeah. tower defense and some some strategy, village building, whatever. Oh, yes. Okay,
but that's actually a good segue to my second playable because I think we we spent too much time on me trying hard.
No, no, no, no.
I [laughter] will I will try even harder. I will try even harder with this one using mechanic that is not relevant to your game play. Like this is I like it. I really like this this playable that they actually put a Tetris mini
game. So you need to update your, you know, the the regular stuff, you know, and beat the waves. So it's like a 3D Tetris. I never seen it before. Maybe I'm just, you know, maybe too blind. Maybe it's was already used million times, but
I don't think so.
But this is quite new, I guess, right? So uh and I really like that concept even though I know that there is no Tetris in in that game. And again, I'm struggling very hard
for some reason. For some reason, I feel with this kind of like strategy type games which are like isometric that's I don't know like the isometric style never seems to be like reaching its full potential or like
I don't know like I think like isometric can be so much more cool and innovative and it's always just it just looks like this. It looks like the Final Fantasy game. It looks like
Exactly. Yeah. Exactly.
You see like it's they just all look similar because of that style and then or that camera angle and then not doing anything with it. Yeah. Yeah. Yeah.
Yeah. I mean that this reminded me uh the the Final Fantasy playable which was it what the God of War not the name where
I it does do a lot of things well by the way. It's like very good with the character saying like look out and there
does that very well. I think
you're trying to you're trying to win
I will but you know you need to play really slow to win. I need to be careful now to put this exactly there.
The um the timer is 2 minutes. So So again,
very lengthy playable.
Yeah, exactly. So game of war reminds me Game of War creatives,
but it wasn't like the same one. It was just in terms of Why was it similar?
Just the the layout, the isometric layout seems. Yes. Seems like exactly the same. You just instead of
actually building the the towers, you're just playing Tetris and it has IP of Clash of Clans on top of it. That's it. It looks exactly the same.
Do you think from user perspective that, you know, putting this kind of twist to the, you know, we already know the game? It's it's it's not anything new.
I mean,
can this work? Is it something that people should explore?
It fails twice. I
That's fine. The winning or losing is always the let's say the hook on the end of creative that you know you want to play again.
It's frustrating.
It's really frustrating me. I'm like watching you playing this like it's frustrating and I'm pretty sure like you [laughter]
it's going to be frustrating when when I when I play the the playable as well.
Mhm.
I mean just but maybe it's just me being biased.
I think there is I think there is not any way to win this. This is a playable mate for you to to fail. And I'm not trying to like just
defend yourself. Yeah.
Make myself nicer here. But because in the end in the time, as Robin mentioned, you have 2 minutes. And if you really even the angle for me, I like it need to twist my head still a little bit to to find out where I'm putting the drops. So
it's it's just made for you to fail, then click the button and you don't replay the game. I replay the game because I'm refreshing it. But otherwise, you're you're ending up in the in the app store, right? So,
one of the things when you start the playables, you see the uh network uh template like the overlay and it kind of clashes with the UI elements on the playable and every network is like none of them have a good solution where you can just see like hey what does my net playable look like whenever it's live like should I maybe change the position of a button or an element here like now there's this this arrow thing on top of the purple like uh UI element so like to all networks just fix like let us be able to to see how playables will actually look like and you know what we should add or remove and and change like it's just I don't know like I haven't seen any network being really good at having like a preview playable u template or something. I was I was using app Lavin preview playable million times and also there was it uh like the the
actual ratio or like how should I call it like the the format of it it's it destroyed almost half of my playables that they looked like there is a button overlay on top of Google Play and App Store buttons and it wasn't really there. So like the like the res resolution wasn't really
great
and the networks also AB test a lot of these things right. So it probably goes
upgrade on upgrade upgrade upgrade.
I cannot do two things twice. I I cannot do two things at once.
Yeah, I know. I know. We're simple men.
This is This is
This is your last attempt by the way. So you
make it make it make it count. Make it count.
But I I already like did two successful lines. So I think I will be just it. No. Oh, I'm not
doing that.
No, you did it. No, you beat him. I I thought so as well.
I thought you beat the last
I tell you there's no I don't think there is literally like a way to win this. Either you will run out of time or
you know eventually they will just
they just kick you out of the level.
They will just keep you up. Yeah. So for the listeners why I picked this segment. I really like this kind of twist. I really like this. This is subjective you but really a lot of times the people on our calls or were talking to me they're asking like we have this kind of like what what else we should create? like I don't know what will actually work. That's different part. You need to test it and see and get inspired somewhere.
But don't stick to just one core loop or gameplay. Like try to combine things and you know let's see maybe this example it will fail but uh maybe some others will work right. So
why not just uh just borrow the the mechanics we you showed us last last time with the X hero. I mean, you had all the resources there with the jumping on that great button and those playables are well known. People already know what to do. Like here, I mean, I like hard playables and you know, very complicated
ones, but again, like this is I think the frustration level is too much. But isn't at least maybe again it's me being subjective but isn't
there this kind of nuance between using existing mechanics and trying to figure something new like maybe what what will be the next winning mechanics there always needs to be someone
experiment
trying something yeah okay fair enough.
Yeah. All right.
Frustration can be a great motivator also right to download.
Yes you got
sorry this is not my first play. This one should be this one should be. And it's for different reason than the previous ones.
Picture cross. That's epic.
It's a nonogram. Uh the game let's see where we will end up. I don't know. I actually written it's puzzle game daily games. So first of all you know this game has multiple games. So this is just one example. If you have a game that has lot of game types, lot of small games, lot of something like chest openings and stuff like there, you should literally start getting and building playables on each of these mechanics and and not try
to promote the full application or or or do both, right?
Yeah.
But I really like this on boarding here even though I know how to do the let's say nonogram, you know, the the color painting game or how to call it, but it's really the, you know, the let's say the vibe of it or the guided tutorial. I I liked it. uh really lot that's very simple to understand and very very easy and then it's it leaves you in you know in some sort of mid midplayable and then you should finish it and the good part is that it's not allowing me to color something where I'm where I'm not allowed to. So you cannot basically do do anything anything wrong. You will always be on the winning side of of things. I'm super excited to see this. Um because I think I mentioned that before also sometimes it's hard for puzzle games to make them look exciting while staying true to the core of a puzzle which is more like I don't know relaxing. So this is pretty cool to see that you know with with all the visual
effects around it they're actually you know making it seem more exciting whilst in the core it's just a puzzle right you're just doing the nano game I think is
and for someone
really good
for someone who mentioned last time as you mentioned Robin that you are playing the LinkedIn games this is exactly you are the target audience right like you will be playing all these all these mini games
yeah I used to play a lot of nanograms actually so this the company is epation they got acquired by mini clip they're from the UK They are um yeah I think they were a relatively small studio they have like daily puzzle which was basically LinkedIn games right like every day you could go into the app you have like a cross word you have like a wordle you have like a nog that you can do um I think there's some some element of leaderboard to that as well so they are basically or they are what LinkedIn games is today but then on a bigger scale and
one of the things they had is they had Wordle as part of one of their daily puzzles before Wordle was Wordle, right? So the I remember that it was already
there for a very long time. It just Wordle was the one who kind of like hijacked the success of that puzzle game.
Nice. So this is my selection and again this is for the for the two things as I mentioned like you have got lot of mini games, mini parts of your application that you can literally create as a playable
and you can see the guided tutorial. If I now start the real application and start playing the games, I already know what to do and I will directly go to the noagram. So, you know, this is a no-brainer for you for all the guys that have this kind of mechanics.
And then this end screen is what we um with one company is what we measured then. So, if more people would click on word search, that would be the next playable we're building is a word search playable. And then that's kind of how we gouched the interest of the players. So, like, hey, what do you like to see next?
If I click only play now, you will get the event that I clicked only play now, right? You will not
Yeah. Yeah. So, you'll be sent to the store, but it's just like when you can measure how many people play.
Oh,
what I meant was if I play the nonogram and they play now, you probably will attribute it that I wanted to play
monogram, not uh word search or something else. Yeah.
Yes. Correct.
All right. Yeah. All right.
I like this playable a lot because I like stickman in general. Right. When I was young, I used to go to newgrounds.com and we used to play all these like stickman games or whatever. So, to me, this is also fun. What I also liked is there's only one mechanic. You only click. You have to just continuously click and every time you click, you punch or kick some of the enemies and and then you upgrade. So with just the clicking mechanic, there's so much happening. You're beating like different bosses. You're getting more like you you're leveling up. You
The only part I don't really like like none of this down here doesn't really mean something. So like there's swords in here and it's like okay, why are the swords there? It doesn't mean anything. It's just like an fancy XP bar basically. And then at the end of it, you kind of get rewarded with this uh this visual of like, hey, we're getting ready to go to war. So, I don't know. I really enjoyed it. I just like the part
again where you can just have one click and that's your playable, right? Like even this this could just be like you can make this so easily like from a technical side, this can just be like almost like a video where you just click, right? and it's just looping and every time you click there's a punch or a kick happening. So yeah, that's why I picked this one. Um, what was the company again? Epic Stipman. It's from Fenny Span. I didn't know them. It's a
I have no idea.
I'm checking it right now. What's the What's the real gameplay? It's like Idol RPG War. Okay.
And yeah, I think for this one it was just like, okay, it's it's super simple, but it looks cool. And again, it kind of took me back to kind of like when I was playing like flash games back in the days. And I just like this part. I do like it when there is some sort of like element to it at the end where you get like a v. So we often talk about like you have to reward the player when they're playing a playable. And often times people think like, oh, we need to reward them, which means at the end of
the playable there needs to be like a chest and it says collect, right? A reward can also be a visual reward. So, it can also be like, hey, at the end of the battle, you just have this very cool cutscene of like the guy, he's like preparing to battle. You see these enemies come and then it's like, okay, uh, fight, right? So, a reward doesn't necessarily have to be like an actual reward. It can also just be like a visual reward. So, that's kind of what I feel here is being done very well. Uh, again, maybe we can argue it's not the most pretty playable and the DUI thing is a little weird, but I like this part. Like, this to me is a reward. It feels like, okay, this is the closer of the playable, there's things happening, and then send the user to the store.
Why would you say that it's not the nicest playable? Like, I don't see any disruptive things for me that would like
Yeah, I think there's like the the UI is like it's stickman, right? Like I mean, it's not the most visually
appealing. Yeah.
It's still stickman, right? So, I don't know.
Yeah. But in that case, you you're you
know, you're sticking to to the real game. That's fine. Yeah, that's true. But uh
and I checked I checked it's basically an idle game. So even the only one click mechanic maybe it's not even this is actually maybe happening in the game. You're probably just upgrading the
Yeah. Well, I can draw stickman which means um there's not much creative talent needed. So maybe that's why I'm saying it's not the most visually appealing
label out there. Can you like maybe next time we will have a challenge like we will draw a stickman each one and we will reveal it and we will actually see.
Yeah, maybe we can do that after a conference at like uh 3:00 a.m. after.
Yes.
Yeah.
I mean look this this podcast has the 4 a.m. discuss conference discussion vibe. So it's okay. We are fine. We are all good. The okay the next one is so I was scrolling to true sensor tower um and then my son was sitting next to me my
two sons were sitting next to me
and then I told him which one do you pick which one is the most appealing to you so he did the job for me
ah nice
and he um he decided to go with cooking go and what I really liked about this play so to me this is visually appealing right like I feel like there's some sort of art style which is defined right Again, stickman is is some type of art style. I like this. You basically you you put the vegetables in there. You wash them. What I like I don't know like it's a silly thing. You can now the next step is to take the carrot out,
but you can still also turn on the sink. You can just put in the egg. I just like I like the part where it's telling you like, hey, this is the next step. But if you just want to around and do something else, like
be our guest, right? I just feel like you you then
Yeah. You're a person. you can actually make decisions. Um, what do we need to do? Yeah, we need to clean it. So, this is very satisfying as well. You put that in the bin. You then cut it.
Where's the timer? I don't see the timer. And I see you can add 15 seconds.
That just sends you to the store right away. But this one again, you can do all this thing. Like this one is pretty satisfying. Put this in the bin. Cut it. I don't know what the hint is for. Okay.
Yeah. Okay. So, Oh, yeah. It probably send me to the store. You can then cut the crap. Oh, you need to take the scissor, get it out of the package.
Cut the crap.
Cut the crap.
Cut the crap. [snorts]
I just again I thought this one was very visually appealing. Um, what was also fun is so my 8-year-old, he picked this one and then my four four-year-old was sitting on the other side. He told me like I always have this play I always have to play this game. So whenever he is seeing playable ads, apparently this one was also one that he remembered. And what is the real game behind this? Is it something related? Because
I think it's like a cozy game. No, where it's like you do these kind of things.
Yes,
it's a capy bar something. No. What was it?
Oh, it's capy bar or merch cooking or
like what was it that like
because I seen the cat kit po or at least I thought it
was cap before. So it's going to be misleading. It says cook happy, stay hungry, nasty cooking skill.
So I think it's a combination of like cozy game and then and then maybe what is it called where you have to operate like a burger joint where you have to like serve out people um on time.
Yeah.
So I think it's a combination of that. Um coy games by the way is really interesting Sean and also on console. I think it's there's definitely some interesting stuff happening there as well. And okay so that's the the one I didn't pick. It's the one my son picked, but I think it was a very nice example.
And the Sorry to interrupt, but the only way the the playable finished was either the buttons or when you chopped the all four elements
you Yes, correct. So, one of the the fake buttons. So, that one actually sent you to the store right away if you want to request a hint. And yeah, that's I think I don't know if I like that part,
but and also the timer like Yeah, I think you're right, mate. Where's the timer? But anyway, this one I uh I liked. Again, I think it's visually appealing. I like it that you know, you're they're explaining you all the steps of what needs to be done. There's this part which is very satisfying. So, all with all
I like this.
Who's who's usually the audience for this kind of games? Is it more kids or more like everyone?
Female. I think
female audience.
Yeah, it's classic like puzzle audience. I would I would imagine it's like 35 plus female. Mhm.
We I always used to refer to this as the Facebook moms like this this audience. Let's go with the final one. Okay, I have to Let's see.
Let's go with this one.
And then the final one
is still loading. It's Frost.
Oh, hello.
Esti in general, I think has been doing a really good job in this um hybrid casual
games, right? So, some of the games I really enjoyed playing myself. And to me, this is kind of like textbook of like, you know, how you should do a playbook. So, if I just start it again, you can see, okay, we start. First thing they do is they kind of pen the camera to like where you need to go. There's an arrow there. There's the explanation of how the mechanics work. So, it's like everything is in there. You know what's what needs to be done. Then again, right, I I really like the art style. I think this is cool with a little bit of like cartoony 3D. So, you inspect the entrance and then again, it pans to the shovel. You understand? Okay, that's where I need to go next. So, the reason why I really picked it is that it's it's just so like textbook of like, hey, this is like handholding the user whilst at the same time um you know, making you making it feel like you're actually doing something in the game. Like it's not too easy. Um and then you go in here. The only thing I didn't like, but that's very nitpicky, is you have this thing here with you with the temperature and it [snorts] doesn't seem to matter
at all. Like it doesn't seem like you have this this other one, right? what is called like um white out or white out survival out
where you actually go into the snow and then you need to be back on time otherwise you'll you'll pass out.
That's not the case for this playable. So that's the only thing where I felt like okay that didn't really add something to the playable while the bar is there.
Even if you go out like spend like go farther away from it
doesn't do anything. It's just uh freezing cold regardless and it doesn't really matter. And it's actually so you clear up the base and get rid of all the furniture. Then you also get the resources which don't really matter for the playable, right? But it's I mean it matters here, but you also always have enough player resources anyway. So it doesn't really matter for the playable.
And now the temperature,
but still
it doesn't really matter. Like I can just be outside. No, but now it's it's actually going down. No,
it's dropping, but it's not impact. It's not killing me. Oh, and then it turns
out like, oh, you don't have the right ax, so you need to go back.
And all in all, I just enjoy this, right? It's kind of like story driven a little bit. There's like the resources part. There is like missions that you have to do. I enjoy this type of gameplay myself until I normally hit a payment wall, but that's a different story. But I I I tend to enjoy these type of games quite a lot and I think um there definitely some nice one with nice examples.
So does this one eventually ends when you fix like all the the whole building?
This is the final one if I'm not mistaken. Yeah.
Yeah. And then from here now it's stuck. I cannot even move anymore. So this is the thing.
So all um textbook example of what a playable um should have. There should be clear tutorials. There should be some progression in there. it should be clear what to do some handholding. So I think it does all of that very well again right I like this type of gameplay I like the art style for that as well. So all in all really isn't it? But from the
if we are talking about textbook playables, isn't it missing some sort of end card because you basically enter the game, you left to app store, if you go back, you are just basically stuck on that screen, right?
Yeah. Yeah, I think that's a good point. Um, it does redirect you to the store automatically. So, you would already been in the store and then they did decide to not have an end card there.
Yeah.
I don't know
because even the even the install button, it was present during the game and then it was basically disappeared, right? This one.
Yeah. I don't know like how how important it is to still have an end screen if you already send juice to the store automatically like maybe
maybe yes there's also this funny story we used to be able to or we we can track right when we have playables we can track the CTA and and then we also track whenever someone reaches an end screen and sometimes we have users that click CTA reach end screen click CTA reach end screen so we can see like some of the users are trying to X out of the But they were stuck like 10 times going
to the store and then back to the end card as well. So that's a
but that's that's me. You are tracking me basically.
That's me as well, man.
I think we've all been there. So that's actually when we were looking at some some data sets, we were looking like why do we have so many CTAs here like what's going on? And then we figured out that users are doing that.
I still think that the rewarded at or interstitial will get faster if I go back and forth. So I'm just waiting like the X button or the progress button eventually when you do some sort of action it will it usually resurface. So that's why I'm doing that.
Yeah. So I think that's uh my final one and then it's on.
This is nice. We we were talking about the temperature. So now I'm feeling nice and cold.
Nice and cold. Yeah. Sure.
Good. Well, I did succeed with this playable Andre. So
yeah. Yeah. Yeah. Yeah.
I'll stop sharing my screen.
Yeah. I'll show you three
and it wasn't frustrating. So, I'm only the only one so far.
Yeah. Look, I I'm pretty sure you know this one and I love and I actually like
this one. I was talking about it on the podcast when you were talking about Smashfest because I was really frustrated about the the other game which was I think Royal Smash
or whatever. Uh and this does I think everything right. So you have very easy level and it actually you finish the level and then you have another one which is nice. It's all physics based very nicely played. The the quality is pretty high and now we have another level. So this is the third level already.
The physics are really cool.
It's Yeah, the game is amazing. So I mean I [snorts] actually like it quite a lot and I played it for a long time and I still play it. And this was the third level. And now we're actually getting to the fourth level, which is the hardest part. So pretty much you're going from very easy to a little bit harder. And now we're kind of at the end of the like the kind of playable with pretty hard. I
I was already sent to the to the store, but I I still can play. I actually failed this playable like multiple times. Let's see if I can actually
Oh, you have a number of balls. See now I didn't
can steal one again but ah
a so close
let's see wait wait wait
ah I see what you're trying to do
almost
and this is what I like actually on this level so I can I can retry this this level so I can then still play and try it again. Yeah, but in real life you will be navigating from the app store. You would not be
I'm not sure because it it just you know send Yeah, it sent me back to this level although I'm kind of you know
No, I mean to this level but still it will be opening up store going back to Yeah. So what happens is you you say retry you open up the app store you close the app store but then you still continue playing.
Yeah. Exactly.
Yeah. Yeah. Exactly. the the background is very interesting.
Yes.
And look this is and now we have the play now and this is exactly I mean how in my opinion should the playable look like?
You have the progression and you have from easy so you can still kind of play and see like okay what is this all game all about? And then you progress and then you finish with kind of hard but not as hard because you can still finish it and then you see all the different levels right here. Then you click play now and then thank you very much. See you in the in the store or in the game and you already know what you're getting. So I mean for me like this works really really well. Also the the quality it's it's amazing honestly like the the visual quality also the background as you said like it's does everything it should be it should be done.
I was actually targeted with the other one I think that the one that you mentioned Royal
Smash or something. Yeah. And I actually
played that I the playable itself is very similar and the game play is very similar. I just went to like I don't know 20 levels and realized that it's the same. [snorts]
I was just I just got bored with the game eventually. So very soon actually. But yeah, I mean I like that this I think I saw this first one like month ago or something like that. So it's kind of fresh games. I'm not sure.
It's it was launched few few weeks ago.
Yeah. Yeah. But also the other one like the I don't know if you genre. Yeah.
Yeah. Royal Smash.
Yeah. This is a different game. This one is also quite quite good. They have they had another one which was really frustrating or very similar to your your Clash of Clans experience.
Okay,
this this one again it's it's better because Yeah, because still it's these types of blocks so you can still play and finish. Hello. Thank you very much. Oops. And the physics is amazing.
Yeah, it's satisfying when you do that
for
Yeah, but this is a minute or two.
Yeah, this is this is it, right? This is
much much worse. Yeah.
So that's that's something I would definitely do a little bit. But uh overall like pretty good. Then I have this one which I'll play again. Let's see if if we have which is doing pretty much a tower defense
mechanic.
Yes.
It's interesting to see there's nothing around it. There's no UI. No like next level progression or like download button.
Yep. Exactly. And I can merge. I can do I can click what what notot and still all right I I really like the gear here or whatever I should call it cuz that's how I actually summon the new new heroes right here and most probably it's going to die. So when the
okay so when he reaches the end that's basically it
try again try again but instead of trying again you go directly to the store I
I know you are basically seeing in the
store but there is no branding here in the game I don't see even the title or anything
it's Rogue Legends actually I know I know the guys are also listening to the podcast and then this is
this is how the game definitely doesn't look like I can show you
yes I will show I will show you how the how the game actually looks like Because
this is what it doesn't look like or what it does look like.
Doesn't look like.
Okay. Doesn't look like. Okay.
Rogue Legend. So if we go here and look exact like this is how the game actually looks like.
So it's completely different, right? So it's more like happy go type of game play. I can show actually the the
it's so it's so funny if we look at the first example from Andre that we have games that are not isometric
that have isometric playables and then we have games that are isometric non isometric playables. So funny.
But this is I mean this is Yeah, exactly. This is how the game actually looks like when you um when you're fighting the enemy, but then there's the board which is isometric and obviously
does the isometric look doesn't really do well in playables.
But this is this is the game. So you need to try obviously different things and it reminded me Rush Royale a little bit that type of playable because they I mean that that's what they they've been using. Also, Capy Bargo I think is is using this type of thing. Also, Clash of Critters are using all these like tensy type of stuff.
I also like the quality because I've seen different creatives and different playables with really poor quality. Although, on the other hand, I mean, I'm I'm not sure like if people care too much.
I think it's a very nice playable. It was just a very curious decision to not have like a logo or like a download button somewhere placed like uh
other than that I think but it looks really smooth.
It looks really smooth and at least I well for me who I know the game I mean that's it reminds me because there's the hero but again like if I didn't know the
game I have no idea what's happening. Also, speaking of no idea what's happening, [snorts] this exactly this is [laughter] exactly this exactly what is what is this like playable all about. And I have no idea. And it's kind of all these like whatever screw jam puzzles and I'm pretty sure this has absolutely nothing to do with Oh, hell. Oh, it's a part Simpson. Yes. So, IP infringement as well. No problem with that obviously because this is most probably just a Chinese developer that they don't care at all about anything. But man, like this is going to take me cajillion times most probably. But uh let's see. But I'm
I mean it's just been okay. She's she's too heavy. She's falling off. You need to get
But also undressing the lady.
Yeah, that's my point. Exactly. And the moment you you reach the pants, it's like, okay, we give you the most difficult puzzle right now, and [laughter] it's it's going to be worth
it's going to be worth the investment that you put into it.
Yeah. Yeah. Oh my god. So, if I and I I don't even like I wanted to just look at like what the game is like, what's the name of the game and whatnot, but I I have no idea. I have no idea what's happening. And most probably it's going to be either RPG or Forex because I seen Oh, also I can still play this.
No, it's uh it's you restarted the level. No.
Yeah, I restarted the level. But Ah, okay. Okay. So, I can all restart and then just go. So, yeah, she's not going to get undressed. This is the end. This is the end. Bart Simpson and uh yeah, undressing lady to whatever. And then, yeah, 100 kilos. Okay. So, this got my attention for for quite a while because I was trying to figure out like what's happening here. It's as mis misleading as it can get pretty much.
So, you still didn't figure out what's
the game?
Yeah, I can I can I can find it in in Applian Applavin games in the last and last 30 days with new playables only. So, I can go there and
Oh, yeah. So, you find it in you find it in sensor tower basically. Okay. Okay.
Yeah. Yeah. In sense of Yeah. Exactly. I was looking
the thing is the thing is this, right? Um, you know, it's okay. It's it's about undressing a woman and there's Bart Simpson in there, right? But it can work. Like we've seen this work many times like these kind of things where everyone's like, "Okay, I don't know." Like, no, it works sometimes.
Yeah, I think it was last it was last light.
Yeah. Until these publishers start complaining to the network like, "Hey, why is there an undressing game showing in my app?" and then the networks have to investigate it and they figure out okay we cannot do this and then maybe they block them at some point or they say yeah it's there but actually the eCPMs are very high from it and it's a very good ad so um it's up to the publisher like do you want to have high ecms and undressing ads in your game or
do you want to have lower eCPMs and no undressing in your game
there's different point of views as to like where you should go from there
but look I was a little bit right It's Forex strategy with this screw gem type of mini games in there and then it's pretty much here you go directly into the into the the Forex part.
Oh man, I love this China of course.
Wait, can you go down?
Yeah,
that game is 2.3 GB.
Yeah, exactly. Yeah.
Wow.
Not a small file like bundle size or like a build size.
It's super surprising always to me like some games are like 20 MB and some are like 2.3 GB. I always wonder like how much you know how that can be such a different from from some seemingly bigger games that they are so much smaller.
I know I know
depending if it lives in your device or on some sort of server infrastructure etc etc you know there's
so much stuff definitely not something
we want to go into.
No no no [clears throat] not at all but that's it.
Cool.
That's it. All pretty interesting uh interesting concepts to be honest and also all very different. Very different.
Yeah. Yeah. Yeah. Exactly. Have you seen something that you would say that uh this is the trend that everyone should follow in in your
smash fest man? Smash fest is
smash.
Yeah. because it's, you know, like the whole kind of loop was mini game in peak, then it started its own genre, and I'm pretty sure like it's going to be used in all the different puzzle and casual like match three games just as a as a creative because it was sitting in in pigs um ad account for some time and they're using it as well as a creative. So, I mean, this definitely is going to be
used because it's already like 70 clones in terms of the new games.
Okay. Okay. big trend. Yes.
Shooting a cannon and doing physical breakdowns.
Yeah. I think it I think it really is
the physics part which really feels like hey there's something happening and maybe even with AI being like so much part of it and you look at this and you're like oh this was actually built in in some sort of engine because there's physics where users might be like hey this is quality right versus what else they're seeing. So yeah I think
so it's just a
yeah good go. So, it's just a matter of time when instead of that Bart Simpson screw it, there will be the cannon shooting on the lady and basically
Yes.
Yeah. Yeah. Okay.
No problem.
See you. See you next month.
See you next month. Yeah,
that is very true.
All right. Yep. Perfect.
This was awesome.
Thank you very much, guys, for coming. Also, dear listeners, if you have any comments, questions, or whatever you want to express in the in the comment section, please feel free to do so. And if you don't, well, you can always join the Slack channel or ping us on LinkedIn or whatever. And see you next time. Thank you. Bye-bye.
Bye.
Bye.
Bye.
Auto-generated captions from YouTube — names and numbers may be misheard.
The current landscape of playable advertising prioritizes immediate user engagement over strict thematic consistency, often utilizing mechanics that diverge significantly from the core game experience. By leveraging seasonal themes, trending events, and distinct mini-games—such as physics-based destruction or puzzle-solving—developers can effectively capture diverse user segments across various genres. This strategy is particularly prevalent in 4X and strategy titles, which frequently employ simplified, high-engagement mini-games to drive initial interest and conversion.
Successful playable design relies on intuitive, single-tap interactions and clear, guided tutorials that facilitate a smooth progression from simple tasks to more challenging scenarios. While visual rewards and satisfying feedback loops are essential to compensate for the inherent lack of depth in short-form ads, developers must ensure that interactive elements remain functional and logical. Features like resource bars or gauges should directly influence gameplay outcomes to prevent user frustration, as misleading or overly abstract mechanics can ultimately undermine the perceived quality of the advertised product.
The industry is currently witnessing a shift toward sophisticated, physics-driven creative assets, with the "Smash" genre emerging as a dominant trend across casual and puzzle categories. As developers experiment with these interactive mechanics, they must balance creative experimentation with technical optimization. This includes careful management of UI elements to ensure that network-specific overlays do not obscure critical gameplay components. By maintaining a balance between high-performance engagement tactics and a transparent representation of the core game, developers can optimize conversion rates and ensure that playable ads serve as effective gateways to their broader gaming ecosystems.
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