As you see here on this chart, which is revenue, which is explosive growth to 120k a day in IP. Yeah, it definitely works and they're I'm guessing yeah, of course throwing a lot of UA on this because it's 100k downloads a day and I'm guessing it's not cheap.
[music] [music] [music] [music] [music] [music] [music]
Hello, hello. Welcome to another episode of Two and a Half Gamers. My name is Matija Lancaric. And I'm Felix Bromberg. And I'm Jakub Remiar. Yes, welcome. We are your hosts and we are doing Castle Crushers. It's a very dangerous name because it it can be misleading because Felix almost reviewed a Castle Crusher's, which is a different game.
[laughter]
Which I confused him. Yeah, it's fair confusion, but this is a Castle Crushers by Voodoo. And we It was yeah, I think last time we did Sand Loops from Voodoo, but this is a very different game. And I would say an interesting one. I'm very very pleased that Really?
another like same core but it's like Show me the
game.
Yeah, like this is this is not casual. Like yeah. Yeah, it's not casual. No, it's not hybrid casual either. It's it's pretty much somewhere in between the like last stages of mob control on the core side. So, let's see how How far Felix got? I'm arena I didn't pay for 4.99. Yeah, I didn't pay for 4.99 for the Castle Crushers. Well, I'm arena somewhere arena three. Yeah, yeah, yeah. I don't know the plague doctor with the with crows, which is really good by the way. No, I'm somewhere in arena like I'm towards the end of arena two. Mhm. So, forge
Did you discover how quickly you can forget 15. I'm pretty much where you are like we're just two levels behind you, Jakub. I'm level two. Forge level 15. You're already forge level 15?
Yeah. Did you not work out that if you watch all the rewarded ads in the shop, you progress super quickly? Especially in the start. To one level from this forge. Yeah, I didn't unlock
this PT. Arena three almost at the end. I'm 487 from 500. Mhm, okay. So, nearly at the trophy trophy coming up.
almost there. Did you guys work out how min-maxing you do it if you watch all the ads and the first thing you do
I know, but it was especially early stages. It was so annoying, man. Like it was so annoying. It was so easy to let it watch itself.
Yeah, sure.
To like play the other game on the other monitor. Oh, you know what what what was wrong what was kind of hard? When I was already half drunk on Maldives Maldives it's like oh, let me let me watch this it's like whoops. 10 minutes later whoops. No, no, no, I I need to play or I will just fall asleep. So, this game has a quite a unique core, I would say. It's some kind of continuation of something like Worms or Yeah. It reminded me Worms.
Yeah. Not quite, not quite. Yeah. There's actually there's actually a specific subgenre for this called artillery shooter. Ooh, okay.
That's great. Did you know?
quite quite in detail. Overall thing as I said reminds me of something like Worms or Cats if you remember the game. Yeah, I would say it's Cats and Worms. Yeah, this kind of scavengy battle like As we always say, dogs and cats love this show. It's Worms and It's been a while. It's been a while, yeah. So It's been a while since like some some random that is copied this. I guess let's let's get to the actual Into a battle. Yeah, because the UI UI I was like is this Brawl Stars? Yeah, exactly, right? It's very similar. Supercell UI. It's not very finished. It's Supercell UI which is very
font. Even with these like like flashes around [snorts] the screen, you know, like here you see on the shop icon and whatever where you need to click and stuff. It's everything like Yeah, for sure. Anyway, also let's get to the actual battle. So, this is synchronous Yeah, this is synchronous PvP, I'm
guessing still in the early stages. We're just playing bots as usual. So, the round has 30 seconds per round, 18 rounds. We have these two castles against each other. Uh and we have our guys sitting on these different positions in the castle. We can move our castle closer to the opponent or outside of the opponent. And then we select our guy that we actually want to shoot with and then we shoot with him like in this kind of Angry Birds style manner and then stuff happens.
Angry Birds style manner? It's pretty much physics based. Physics based. It's physics based this thing. Again, this is Worms. So, we saw we need to chip away from the castle and actually kind of kill the guy. This kind of zooming out mechanic is extremely important not to kind of know where you're aiming because it zooms out only a little bit if you're aiming and still there could be like important things that you could be missing such as power-ups like this one for instance, which spice things a lot. Yeah. And you see for instance my opponent is currently trying to kind of you know make his way. There's also like ground
on the bottom, which can be like times two or whatever. Yeah, there are power-ups on the ground. Yeah, yeah, I missed here. So, let me maybe change to this guy because this is like an area
find yourself always using one character no matter what? Like you just have a favorite? It depends. Some characters have different uses. For instance, this is more of like aerial bombardment guy. Yeah. Then there's this for instance the goblin guy. He
Yeah, the goblin is quite strong. It's extremely strong because it shoots multiple projectiles into the same spot like all shots at hand. Yeah, yeah. So, so so this is This is a really good. Now for instance, I'm moving actually outside of this like I cannot. Okay, whatever. This is actually blocking me. So, what I want to do now is avoid this and actually hit the meteor strike power-up, which I missed. Uh so, like there's like some additional damage from the top here. Uh okay, I shoot there. And as I said, we're slowly chipping away. Let's
Maybe let's do the skeleton guy again. We're slowly chipping away on the enemy castle. The important part regarding the fail state. There are two fail states actually if I understood. One is destroying the castle completely.
Exactly. And then the other one is actually or it it it still doesn't matter. You still need to kill characters in the castle. You You do either castle or uh the characters. Characters first. But you if you if you destroy that one thing, which is holding the whole castle, you will win because the castle will be yes. Yes. So, that one yeah, you're right there. Just aim there and then the whole the whole castle just No, no, no, just use the either the goblin or the the red one. The red one? On this one? Yeah. I think I can like destroy the whole castle with it. Yeah, it's just No, man. You could.
The foundation you mean?
foundation. Yeah, this is the this is the bottom of the castle, which is which you can't destroy, but there is the wall there is a small
part of that wall, which is still holding the whole the whole castle. And you aim there you aim there. You zoom out, you aim there. Yes, that's the bottom the bottom part. Yeah, yeah, the bottom part and then the whole castle will crash. Okay, let's let's just check. So, also the thing that annoys me here is if you run out of moves, right? It's pretty much whoever has the most health in the castle that still lives, right? So, it's a bit yeah. I mean come on like it's not it's normal. You you end the you are at the end of the round and then you just yeah, exactly. Absolutely. Yeah, I'm I'm using the phantom this guy. This boy. I mean how can you even know like where you're shooting if you don't zoom out? Tell me. What do you mean if you don't zoom out? This is where you're not using a phone comes back to bite you because it's a lot easier to zoom out on a phone. Or you click here? I know, but it's like you're aiming somewhere. You are not whatever. You should be aiming and zooming out together. Yeah, you can you can zoom out and then you aim. On the phone, yeah. Really?
Yeah, of course. You you zoom out and then you aim.
Oh, I'll I'll add a button here. Easy fix. Well,
Yeah, well,
two dumps. But it's fine. See, if you destroy Let me just get to the guy. If you destroy Why? Ay, ay, ay, ay, ay. Yeah, that was quite a miss. That's fine. We're still going to win on HP if he misses now. Even if he doesn't, you still survive. There's still one more guy. Yeah, but I don't know the round. Yeah, yeah, yeah, much over you you won. Yeah. Thank you very much. See you later. Goodbye. It's still I think it gets very repetitive very quickly.
very quickly. Very quickly. Like for me it was it was holding quite long because they're I mean I'm end of mechanics. I'm end of arena three, which is almost four, so maybe there's going to be something else, but You consider it repetitive already? Oh, really? It's the same power-up ups in the between. You pretty much
build your castle in a way that you front load every defense on on the front and that's it.
And you're good.
Mhm. And that's it. You put it like
So, I mean
This is the This is the problem with the gacha and like I'll get into it because they have quite a unique gacha. I would not call this the Voodoo gacha. Who? Ooh. Because what happened there is like
Voodoo gacha. Ooh.
Mob control started this because if you remember Mob control when it was in its infancy, didn't have any gacha at all. It was just like three upgrades and that's it because it's like hyper casual game. And then they added Clash Royale style shard gacha on top of it. So, what we have here in the main character gacha, there's like so many rules broken compared to the normal Clash Royale style shard gacha that this is like a completely different gacha. So, first things that's completely different is that you can upgrade these guys and you have universal shards. Yeah. To do that.
yeah. Which you can get for ads, you get from rewards like And then I'm like, is this like, really? Universal shards which skip the randomness? It's like a first break of the rules.
Then you see like there's this premium thing. Like how do you get these guys? You buy them in the store. You cannot get these like It's basically like why care about something being rare or legendary if you are literally just direct pay to win? That's like Well. It's called money.
So, yeah, so they just like don't even pretend because in normal gacha base games you at least have, you know, you have the chance
You have the illusion. Yeah, the illusion that like I'll be maybe lucky, maybe the the that. Here it's like you can just go and pay the money. And then you have these other guys, of course, which you unlock slowly through arenas, which is the remnant of the Clash Royale style model where you introduce more content as you go through the arenas, which again here we can check for instance these two new units, these two new units and these units and so on and so forth.
is this worse than the shard gacha?
I'm not saying it's worse, it's completely different because it's so much more pay to win in in sense that uh for instance this would never fly with Clash Royale because people just, you know, it's a PvP skill based game. Here it's also skill based, but Yeah, but not that much.
to the point that I'm just like buying the best units and you can do whatever you want. So, yeah, that's there. And also
Yeah. Uh if I understand deck size is eight on just the units, but we have also like a lot of upgrades here on the castle. There are actually four workers because these upgrades get like a ton of time to just upgrade. And a ton of resources as well. I mean there's also
ton of resources. The free wood three times a day that was the go to rewarded placement. I will get that. Those store placements like in this early stage that before you pass like arena two, it's so useful just to go and just spend
It's It's not so useful. It's basically the game counts that you watch them, otherwise you're crawling on the floor. It's like the usual balancing setup. Like you either watch them or you're crawling on the floor.
I don't know, it's not true actually. I didn't watch those that many times on honestly. I only watched the the the wood when I Yeah, because this enables these. Yeah, exactly. They seem important like as you said defenses in the front. Yeah. So, you have this and then you have also utilities, which are again basically another type of cards that you slowly unlock and they are on if I understand linear progression because This is also the big difference between Clash Royale style gacha and this one. Clash Royale style gacha is based on counter decks. So, you enter a higher meta, which changes the cards because again you go through like higher arena, you have these other cards that have like different combos, different synergies, but you still need all the cards because of the top decks in Clash Royale are still using the giant or whatever units from arena one.
But in Voodoo style gacha, it's usually pure power progression, so these early units are usually replaced by these premium units or whatever, which is an Asian style gacha. Chess based. Clash Royale is chess based, which means you need to have all the pieces to be able to play chess against each other. Here it's like you have the money, which means you play with your wallet or with your progression or something. So, that's why I'm calling it a Voodoo Voodoo style gacha because they just break all the like the rules that are. But this works for, you know, it's a power progression adjustment to this gacha. The big problem, which I'm guessing will be it's like making sure that people also upgrade the old units because they probably don't because they just like, you know, upgrade just the best power progression units and then like that's the problem. So, yeah, we'll see. That was the gacha, which is quite interesting. We have the daily chest system here again similarly to Brawl Stars. Interestingly, here you do these five chests and then you can watch an ad and reset them.
Exactly. Even during the same day. Yeah, yeah.
need to do cuz otherwise like, yeah, if
you don't get these chests, it's just like what's the point of playing? But because that's what's Clash Royale or I mean the whole Supercell sessioning process is where you can play these games forever because it's PvP based, they need to, you know, train your skill, but you don't get rewards always. That's why they have their like signature chest system and all these other things because it's like soft session kind of end there like Come come next day.
Why does this look completely different than all the Voodoo games, you know? This one? Yeah. Because it's done by different studio.
Exactly. As I expected. It because it was in in it was in the in the loading screen. Yeah, there's gaming studio Epic Hero, which is not from Slovakia, but Slovenia. Slovenia?
Yes. Our nemesis. Because it's it's almost Slovakia, but different letter. Anyway, so Like let me let me finish something here.
So, some other things they have this again reward the pass or like how how
it's called Supercell, it's basically the same like trophy road trophy road where one is the one that you can go and pay for it and then you have the arena one where it's like just goes and like you slowly unlock the units and the progression top of it. Of course, we have these chests which more units get added into the chest, so the higher level you are they scale and of course everything scale in this type of economy, which also the wood costs and the soft currency costs, stuff like that. Then we have the shop with the offers with the currencies where there's literally three times four ad placements for each currency that you can buy here.
slowed down the show this because basically here I like in the start they make so much sense, but when I was playing it even at towards the end of the second arena like they don't inflate. They don't increase, right? So, I think it's only meant to be to help you in the start, but I'm assuming they don't want you to keep watching cuz the people who actually play this game for longer usually are the ones that converts, right? So, they don't want to give out the resources.
to scale to scale because Clash Royale
style and this kind of shard gacha economy scales. Like it's like the chest or like the the amount of gold you're buying on level arena one and arena last arena is vastly different. Yeah. So, that's there and then the typical three chests that you would find in Clash Royale style shop, exactly same thing like bigger chests, bigger shards, amount of shards. And then we have units, which is the part which is breaking the gacha where again we're skipping randomness, you can directly buy the units. You still need to upgrade them through shards, so even though they're premium, you need to buy them premium if I understand correctly or I don't know if they get added added into the chest the moment that you buy them, but this is quite a like very pay to winnish mechanic addition to the Clash Royale style gacha. Then we have Do you want to talk about the ad free offer as well because it's quite interesting, right? Seven day remove if you go to the shop again and then go to the offers and you see here. So, basically all reward ad buttons are free. So, to skip it's for all of it and it's essentially
it's for seven days that you get the uh right to basically not watch any rewarded ads.
This is quite new. I don't think so. I've seen ad free limited to seven days only. Always. Voodoo's done it before, but usually they do it on like 20 days or 30 days, but
30 days. I think we saw 30 days. Yeah, 30 days, yeah. But this is the first time I see you know on seven days all rewarded ads are free. Mhm, okay. That's interesting.
is probably it for early gameplay, it's probably the best IAP you can buy. Yeah, because then you get all the all the reward. I mean you can cut like you cut all production times pretty much in half because there's a rewarded ad placement there. You get the like refresh of daily chest and then you get the What is it? Three times five resources Seven seven, no? Seven. Three times four. Yeah, go to shop again. What yeah. So, here you have the wild cards, the coins, the wood and then if you scroll all the way over you have the jewels as well. But, you know, if they don't scale they literally means
nothing. Sure, but that's but Felix saying this
days I said for the early game play Yeah, yeah, yeah, yeah, yeah. For sure. It's the best IAP by far. Yeah, yeah, for sure. But again that's like this should be like a long-term progression game, so Yes. Sure. We have some chain offers, we have some login rewards or streaks or whatever. Oh, there's a premium unit.
If you don't log in in between days, you you come back and they say [clears throat] so bad you you lose a streak, you can pay to continue like Sure.
It's got the Do I get it right the fairy is premium? Yeah, the fairy is premium. So, you get a premium unit at the end of the streak. Get getting daily login, yeah. I think it's the only one that you can get in daily login. And where do you even get this bishop then? Arena 26, you see. Arena of Mhm. I think is premium, okay. So, maybe then they want to keep people. Yeah. At least a little bit on equal footing. Yeah.
Anyway, uh I'm guessing that this castle will expand to like giant slot because it they needs to cover pretty much eight units into it. So, now we have four and we also need a lot of empty positions. So, it's not obvious where they are to the castle. So, I'm guessing that in the end there will be like
It's huge. Yeah, yeah, it's huge. Yeah, 50 positions, like three floors, four floors, or whatever. So, that's there. Uh yep, you know, it's Worms basically. So, this is a proven concept, proven gameplay. As I said, we have a
separate category for this, which we going to look now.
Yes. Is this the most core Voodoo game that's basically come out and then basically didn't evolve into something very like mid-corey? I think it's like pretty much halfway how core Mob Control was already. Yeah, but Mob Control came out very hyper-casual and then it grew into
It was hyper-casual. It was hyper-casual. Yeah, yeah, it was hyper-casual. grew into core, right? But like this is from the very beginning, yeah. No. Uh you know, that gacha is I'm guessing using 80% of the learnings from Mob Control. Like how how they, you know, structuring
these premium units and all these It's not easy to modify Clash Royale style gacha to this pay-to-win scenario. Even if I'm saying like they're breaking this, they're breaking that, they're breaking that, they're breaking it because they know it works. It's not something that like it's grew up and as as you see here on this chart, which is revenue, which is explosive growth 220k a day in IP. Yeah, it definitely works and they're I'm guessing, yeah, of course, throwing a lot of UA on this because it's 100k downloads a day and I'm guessing it's not cheap because if we go on the country filter, it's what? Yeah,
[snorts]
so US is 37% of the revenue, then we have some tier one countries right under it. Oh, hello. Hello there. I didn't see you. Thank you very much for coming to this episode. Uh it's brought to you by our sponsors PVX Partners, the simplest, most effective credit line for marketing. If you're scaling your business uh and need funding, here's the deal. With PVX Partners, you can grow your game easily and your business. There's no equity
dilution. You can repay as you get paid and it's flexible, fast, and fully tailored to your growth. So, you can seek your funding in 30 days and get a term sheet in just 24 hours. Don't you wait. Take control of your UA budget without giving away of uh a piece of your company. Visit pvxbusiness.com and uh see how they can help you grow your game faster and stronger. Don't wait. Go to pvxbusiness.com. Look at the DAU here, though. You're going to see that this is looking very different when you see the DAU. Really? I don't know the downloads.
Downloads. Mexico. Mexico and Brazil, okay. That's uh yeah, you're right. It's it's not yarn loop, definitely.
It is definitely not, but still Yeah, it's okay active users on US side, which is still pretty good.
Yeah. That's not bad. That's not bad. So, yeah, we'll see how this goes. As I said, this is now the third or like maybe let me just put here Mob Control because
Sand Loop is the biggest IP driven game in Voodoo portfolio, but let me just put him Mob Control. I want to see how they stack against each other. Yeah. Voodoo paid to put them down already a lot. A lot. It's already double those double the size of Mob Control daily revenue. Yeah. Whereas Mob Control is kind of slowly fading away. Yeah, but you know, like I would It's quite a lot. be careful about the revenue comparison as well. We don't know the profit margin on these and I'm pretty sure yeah and the revenue which Felix is going to tell us, I guess. But yeah, I mean, if you have still Mob Control on, let's say, a small scale making some money and this is now pretty much burning cash. So, you can get the money in 30, 40, 60, 90 days. Yeah, what was what was Voodoo last year's revenue? Oof. I think they It was reported with Be Real, everything together was Like 700? 700, yeah. Let me
double-check that. I don't know something if I if I get it right. If I understand still like majority of the revenue is coming from ads ad-based revenue anyway, yeah. You mean the from ad business? From Voodoo overall.
Voodoo 623 million last year. Yeah, this is the revenue of the overall company 2025 revenue, yeah. Which Be Real and their other like non-gaming ventures, yeah.
We don't we don't know the the geo structure, right? And we don't know the split. Too bad because if we know, maybe if they called FastSpring, they would they could earn more because FastSpring is your no-drama D2C partner that's been scaling with mobile publishers for over 20 years. And thank you very much for sponsoring this episode. Call FastSpring or go to fastspring.gg, whether you're launching a new app store, replacing your current D2C setup, or adding a backup plan. FastSpring is here for you. Go to fastspring.gg and grow your US revenue.
See? Okay. So, if you look at this category, which is literally called Artillery Shooter,
Hello, Bow Masters is there. Tank Stars is there. Jesus Christ. is there, which is the legendary game, yeah. Yeah, this is the legendary game. Oh my god.
This game was there since Since like yeah, I was not even in mobile. Yeah. I played this game for a long, long time. So, it's 2016, which I'm guessing maybe it's even older because of the tracking.
I was there in 2016. So, maybe I would guess that they're even older than that. With with Bow Masters. And maybe some other This game is already nearly half a billion downloads. So, yeah, it's there. So, Bow Masters is on the second spot in downloads, of course. Castle Crushers Crushers is now the first spot as they're pumping UA into this. Then there's Tank Stars
Yes, it is also quite quite an old game. Yeah, quite an old game and then we have some
a good category to shake up because it seems like
Yeah, 100%. Yes, for sure.
these volumes are not that big. Like the difference between the first one and 10th one is
I mean, I was working on Gears of Steel. I was working on Gears of Steel quite some time. Yeah, Gears of Steel. So, it's definitely something to kind of go and shake up for sure if you can come up with a good idea. If you look at the revenue again, Castle Crushers is just first. Then you have Ballistic Hero VNG. So, some okay. Oof. So, this seems like
old. Yeah, this seems quite old. It's that's fake Worms, man. This is Worms Worms on Wish. Artillery Shooter is basically Worms, man. Can you remember this very, very old DOS game where you apes would be throwing bananas at each other? That's basically it. Let me just check how old is this thing, which I'm guessing is coming from Vietnam. I mean, VNG. It's not old. May 2025. Maybe just released on mobile and was browser before. I don't know.
Mhm, could be. Let's see. But uh yeah, very interesting thing. I didn't really have like a new
Mob Control style game in Voodoo portfolio making it. Sand Loop is definitely something I would expect that they would do because again, they're going after whole IO. I mean, like they are refurbishing their whole IO game and Paper IO game into like a let's say ad-mon based juggernaut. Now that we have Hole.io and Epic Plane Evolution is still kicking.
Yeah. kicking, that that's good. But yeah, uh good for them. Another mid-corey style game into the portfolio, which is always great for these guys to kind of diversify. Anything else you want to add, Felix? No, I mean, the the ad revenue here is straight up 30%, right? Like but I think it drops off quite heavily after the first week because the main ad placements that I was looking at the most is just the ones in the store and they don't scale, right? So,
Yeah, yeah. Yeah. But, you know, still a great game. No, I enjoy it really much.
what else to say here? I don't think it should be dependent on ad revenue cuz it's I don't think looking at the volumes in this category is going to get the volumes to support a 50% ad revenue or like even
adding interstitials here, right, would be stupid because you'll get the loss of retention and it's not that many people here, right? So, Yeah, but still it's growing. The thing is it gets kind of like for this to be really like I think like Angry Birds style scale, like it it gets too too fast to core in a way cuz you already, you know, I'm already in arena three and already, as you see there, like I already need to choose like before each shot different unit to play efficiently, go for power-ups, this guy, that guy. Lots of tactics, strategy, and just I mean, come on, man. You don't really need to move those those heroes.
You just put them there and then just I mean, if you really want to just play that min-maxing game, maybe. Yeah. But was I was not really thinking that.
with Mob Control. I'm guessing that if I go on the Reddit or Discord, there will be some best layout for each arena that you should follow, which is meta and
yes. Okay. In that case in in that case, yeah, you're right. Can be like that. Yeah.
I mean, sure. I can I can see that. I can see that happening. On the other hand, I mean, Still UA should be working pretty well if they're doing 100k downloads a day.
Really? Really not? I'm not so confident about that.
Even even first screen that you see in the game is AI. Yeah, exactly. It's still but still like it's pretty much YouTube uploading, Facebook will be here and there, and that's it. And if we if we go here, so how many creatives do you think they have? Mhm, 800. 120. 300. Close. Yeah, but CPIs here must be nuts, huh? I think so. I think so as well. I think so as well. I mean, it's just by default by the like the the dark style. It's like okay, can 20 fit playables and 500 videos. Mm. I mean, if we look at this, it's obviously 1 minute long. Okay. Different characters, but I mean, you're looking at these and it's like, "Ah, okay. Now what? I just
It's not even exciting to watch and check these like ads. And as soon as I ask myself like, "So what? Why the should I download the game? Seriously. Okay. Okay, wait a second. You know what what what was this kind of What holy hand grenade?
Yes, holy Yeah. Yeah, holy hand grenade from the Worms. Yes, okay.
Monty Python. That's the Monty Python, man. Okay. So, okay.
also in Worms they had the holy hand grenade. It was great. They were saying
it. It was so good. So, that's the bishop. Anyway, so again, it's at least they have 1 minute long video, but I can watch this and it's not happening anything. So, it's not like nothing really standing out. It should be at least like silly things or funny or whatever or just more Not much AI hooks? No, I mean no. Not much like I I don't know.
I remember that, you know.
Exactly. Oh, there's real world hooks.
Yeah, and that's it. I mean, at least that was kind of funny, but that's one thing.
borderline gruesome. So, I you should definitely play more with all of these because that's how you kind of scale, right? I wasn't expecting that one. I mean, I wasn't expecting that one as well. But is it I mean And that's it? I mean, we can play all of these, but it's just I we don't need to play like extra campaign.
See? Exactly. But I mean, like if there are any hooks or any different kind of spins or twists at the beginning or that's it, basically. So, how's the scaling so much then on revenue if it's Is it just a category so under competitive like not competitive?
It's a new game pretty I mean, pretty new in terms of like Yeah, you you have not seen this for a while. Definitely interesting concept, but Now there's AI. There's AI. Yeah, this is Finally, at least something. Finally.
Yeah, but see and They leveled. Yeah, and like you go from here to here. It's like anticlockwise. Come on. On the other hand, I can understand like how is this not as exciting Are commented like UGC? Now there's UGC there. I know, but you know what is this? This is like old video of this dad playing with with the kid. I saw this clip when I was talking about Hero when they when they started growing so so quickly, they they used this clip with their first like mob control dinosaur kind of fake ads. And then they switched to to the save the dog thing. Mhm. And of course, like they have loads of different concepts. And here this is even like even like a proper castle. Maybe it was there from the beginning and it's still an old to build. We don't know. Yeah. Mhm. The worst thing is I don't even know like what would I what would What do you mean what do you try? You
try Last Asylum. That's what you try. Sure, of course. Yes, but in terms of like what would I do with like the actual gameplay? Honestly, would I need to actually use the gameplay? Maybe not.
We're past We're past truth in mobile. We don't need the truth. Like
it's not. At least something. You know, at least altered gameplay. I'm always trying to, you know, play with the altered gameplay kind of idea in mind. Like, "Hey, okay. So, what would I do with the assets that I have and create like a Yes. What would what would I create create in like the the actual level or scenario that I would It's just that like that You know what I would do? I would have the room. Yeah. You know what I would do here, Mati? And correct me if I'm wrong. You know those AIs where basically it's like the the moving big like It's like a big house that's moving and it's moving and it's AI made and it looks really cozy and really
Oh, yeah, that's true. Actually, we could do That's what I would do here. We should do dark war. We should do dark
war? Yeah. Yeah, we should do dark war. Dark war creators would really fit here.
Yeah. But would they? Yeah, they would. It's It's just a moving castle. I think it's moving castle. It's 2D versus 3D. And I remember Hill Hills of Steel, which is similar platformer and things like Not platformer, but Okay, sure. Whatever. It was pretty low CPI, honestly. But it was way more action and way more fast-paced than like this this still quite static. That that game is not turn-based. No, that's true. But does this need to be turn-based in creatives? I don't think so. But yeah. I guess yeah, we we gave them quite a lot of ideas. Actually, you know, like it could be dark war, but it still can be 2D and it can still turn into 3D basically afterwards. Yeah, that can work. I could work with that. But then still I still want more humor. Yeah, more humor. Worms had a lot of humor. Do you remember that? Like that was a lot of humor in Worms like back in the day. That whole Worms was humor,
basically. Pretty much. Like even their like helium voices or whatever. Yeah. See, this is Oh my god, you know what would work here? The Hero Wars tower tower creatives. Ah, yeah. Ah, yeah. Yes, but when I saw this, oh my god, so much
Yeah. Jesus, yes. The Hero Wars would work here, definitely.
Wars tower creatives. Of course, like with the with all all the all the numbers above the heads. Yes. Yeah, yeah. 100%. Oh my god. So, yeah. Thank you very much. Here you go. Yeah, there we go. Good luck with that.
Good luck with that. Yeah, good luck with that, obviously. But no, I mean Sure. I I wish I knew about this category. This is a great one to shake up. Like it's Yeah. I mean, it can What's it called? Artillery? Artillery shooter. Yes, artillery shooter. Oh, this is a new one.
really have anything to add here. I think I'm playing the playable. Leave me alone. This episode is brought to you by Potensic. And if you're a mobile game publisher tired of leaving money on the table, let Potensic sign up. Potensic is
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or check their creative portfolio in the link in the show notes. Thank you very much, Potensic, for sponsoring this episode. And the game is quite good, honestly. I'm just like,
let's see how it goes because they go very very heavy pay-to-win. And let's see. It's still very repetitive after short period of time. That's my problem. But then like what would you add? But then, you know what would these designers figure it out?
[laughter]
Yeah. What do I know? Yeah, exactly. What do I know? What do I know? It's still making money, apparently, and you're scaling these like there's no tomorrow. So, good luck with that, guys. And if you have any questions, please dear listeners, also thank you very much for listening. If you have any questions, any feelings, go into the comment section. Go wild. Go wild. Do whatever you want. Please share your comments under the video. See you next time. Bye-bye. Bye-bye. Ciao.
Auto-generated captions from YouTube — names and numbers may be misheard.
Castle Clashers represents a significant evolution in the mobile artillery shooter genre, successfully blending physics-based combat with midcore-lite progression systems. By adopting a hybrid monetization model that prioritizes aggressive in-app purchases over traditional ad-based revenue, the title currently generates over $220,000 in daily revenue. This financial performance, which reportedly doubles that of comparable titles like Mob Control, is driven by a unique gacha system that allows players to bypass rarity-based randomness through direct unit purchases and universal shards. With 100,000 daily downloads, the game demonstrates strong market penetration and effective user acquisition strategies.
The core gameplay loop centers on strategic power progression rather than the complex counter-deck mechanics typical of the genre. While this approach facilitates rapid scaling, it introduces long-term risks regarding player retention. The reliance on pay-to-win mechanics and repetitive gameplay cycles creates a narrow engagement window, and the current reliance on non-scaling ad placements may eventually plateau. Analysts suggest that while the game is currently a category leader, its long-term viability depends on transitioning from a purely transactional economy to a more sustainable engagement model.
To maintain its current trajectory, the title must refine its creative strategy. Current user acquisition efforts utilize hundreds of variations, yet these assets often lack the comedic hooks or thematic depth necessary to sustain interest. Incorporating more dynamic tropes, such as tower-based mechanics or the irreverent humor found in classic artillery franchises, could broaden the game’s appeal. Ultimately, while the title has achieved impressive short-term revenue milestones, its future success hinges on balancing its aggressive monetization with more engaging, varied content to mitigate the inherent limitations of its current repetitive loop.
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