But still the ad revenue is relatively small compared to the AP. So why do people convert this game?
You know why? Because these additional slots which usually help you so much. Have you seen any possibilities to get them for ads?
No.
No. That's why the thing with those coins worlds chasing the sky with the two and a half game is the midnight crew talking UA adverts and game design too bringing the insight. We're rocking those vibes till the early day master eyes on the prize tracking data through the cyerspace skies. Felix stacks colors like a wizard in disguise. Jack lift us to the highest. Two and a half gamers talking smack. Slow hockey sick. Got your back. Ads are beautiful. They light the way. Click it fast. Don't delay. Uh-huh. Uh-huh.
So, welcome everybody. Um, this is Mate Larage.
I'm Felix Robin.
And we are almost
almost feels like ages.
Something with this man because I said like some kind of a
what? So, I I don't think it's it's the voice. I think it's just uh
the vibe.
The vibe.
The vibe. Yeah, we need to do something with the vibe.
Something with the vibe. The vibe is fine, but your vibe is not that great. Anyway, we're talking about coins sword and thank you for coming and tuning in so you can stay two and a half steps ahead of the gaming industry. And as uh I don't think it's Gemini or some other tool you you sent it over the mate coined the two and a half steps
which is Gemini.
Amazing. So thank you very much AI for the support
also. Anyway also thank you Fastpring for the support of this podcast. So anyone who is listening uh we so two and a half gamers and fastpring is going to be at uh PGC Helsinki and we're going to do what we do best. You know what it is? A yacht party again. So stay stay tuned because uh it's going to be huge obviously. Please
going to be a little bit freezing Helsinki by
there. It's Finland. There's been like Do you remember when we did it in in South Korea in November when it was really freezing outside? Yeah.
Oh, yeah. Yeah. So, come on, man. We are used to this.
Worse.
Yeah, we've done worse.
Worse in terms of the weather in terms of the
party. Come on. I was I was upstairs in
the the upper deck. Uh yeah. Anyway, so fasting two and a half gamers Helsinki BGC. Stay tuned. And also if you want to have a web shop, go to fastpring.gg because that's the place to be and to for your D2C setup. So fastpinking.gg.
Uh yourself already.
I am with myself because I mean it's the connection to the party and to the fastpring.gg webop with D2C setup. So thank you very much for sponsoring this episode. Let's go to coin sort.
Yeah. Finally. So numbers are game.
You know what that what's the problem? The mic on your cheeks.
Yeah,
that's the problem. Not
Yeah, that's the problem. Not my headphones. No, no, no. It's my headphones.
This?
Yes.
Yes.
It's like I've been dunked in water and I was taken out of it. Except it was your mic.
I didn't know you can actually talk with your cheeks. Maybe your butt cheeks.
Maybe.
Yeah, just put it in your ass. That would be better. They would be way better. Okay.
Okay. Let's go. So, what numbers or or game?
Uh I Let's just go game because I think this is in the category of grandma.
Yeah. This is your category.
This is my I absolutely hate this game.
Really?
Really?
Yeah.
I love it. You're in the flow state. It's a lot of fun. There's a lot of inspiration from
There's no progression. There's no [ __ ] progression. Nothing. I just happening in front of my eyes. It's boring.
There's progression with ads. It's great.
There's some really clever ad mechanics in this game that we're going to highlight. But in terms of like the game and
Oh, the game is brilliant. Game is
so good. It's just that agrees.
It's one of those like you No, usually when when you see this screen, you would expect like this is coming from Roric cuz it's not coming from
Why would I expect this coming from Rolex? because they have these like very very unique puzzlers.
Sure. But nothing here for me as as a player reminds me of Rolik
for me
as a player as a player.
I wouldn't be surprised if somebody showed me this game and said like it's from Rol. It's like
yeah maybe maybe for a Mr. game designer then
strategy. Anyway, uh the thing is that
do you have a a smaller somewhere or is it just asking
or maybe a rodent? I don't know. That's a very for
Is it the birth?
Is it the play or it's your daughter? Okay, nice. Anyway, so uh the thing here is that uh I think it's still very shallow in terms of progression because it's one of those like I said style launches where you scale it very fast, very high because you want to prove that the core really works and you know because it's a puzzler level design is your core and everything and like it drives the game and then you add more
and more and more meta on top of it which I would guess that
this will shift towards like
actually having a main menu somewhere down the And then in that menu, some visual random progression, something whatever. We'll see.
Yeah, I think I still think like this is super early and I I don't think they expected this type of numbers.
Yeah, definitely. So, too explosive. I don't think so. We had that that explosive puzzler yet.
No, yeah, but I Yeah, it's
quite explosive as well.
It's kind maybe
need to compare the curves like we can afterwards like
Yeah, I think it was It wasn't that steep. Yeah, it's like super steep. Anyway, so let's go let's get to the core. So, actually, when I was playing it, this remind me of some of those like uh Buzz Gem games where you sort customers and like do your stuff because you can call new customers yourself, which is a similar thing here because the very very unique thing about this game is that uh why I think I'm stuck.
Oo, you are. Oo,
you steal yourself out. You steal yourself out.
Uh, which one? The
unlock. Rent it for 60 seconds.
What?
Rent the the right hand right corner on top for 60 seconds.
Rent, rent, rent.
Yeah, rent.
Oh, you don't have enough co. Oh, you do have enough coins.
Yeah. Yeah.
There we go. Um, yeah. So the interesting part here is that you yourself is are responsible to merge these things and do it in like one what? Yes. Okay. Thank you. Yes. There's your meta.
Yeah. Exactly.
Uh uh you yourself are responsible to kind of make the decision which gives you giant agency. This is what I really like about this game that you control it. build the site and as Felix said said it gets you into this kind of a flow which is super super super nice because you again you just like go and
merge and merge and merge and sort and sword because it's actually both merge and sword within itself which is great it's very original I don't think so we seen a similar game yet on the market
no
I don't think so as well
nothing close to it but as I said like even these basium games they don't come come as close to this as as before. The other very interesting um yeah, it doesn't matter.
The other very interesting iteration as Felix said or Matthew said is that there's no progression. Whereas this is like this is what you get and it just grows. It just grows and grows and takes on difficulty because the more I merge, the higher the tokens that I have, the more things I need to shuffle around the place. But it's just like one thing
and I don't even understand like what happens if I completely break it. We can try this like but you you always
what happens when you brick it is you have to you lose a life and then essentially what you have to do is just lose a life and then it restarts you from zero
but where points
on the right hand side you have yeah
you didn't even notice exactly
what's the point
yeah but the but the core itself like uh I think we can we can a few more moves the core itself is like super super engaging like this is just like mindn numbingly easy and and then it gets like super hard and like yeah the sorting stuff you
No, if you lose focus for one second and press two deal two times or three times in a row instead of one suddenly you brick the level and then you need to do get a new life.
Yeah.
And get the life.
Yeah. But
anyway, this is just super engaging. I really like it. And whoever did this like very very good iteration. I'm really liking it. Like I don't think so we seen that much iteration yet in this kind of a whole puzzle genre. I know from outside seems like small but like this is pretty huge. So great job there regarding
move the three into the the middle and
then move
which one.
Think about it first row left side first row. Easy if you're watching me talking and thinking about it when I need to talk.
I know I know I know I know but this I mean this is I mean I I play this while asleep.
Can I talk about the like the first time user experience right cuz it starts very simple adds on the booster.
But let me just finish the feature. So they have this kind of a first of the events that usual there which is like timed one that usually there would be levels here in in like a normal puzzler. Then they have the calendar
obviously
they have the daily rewards
and the short and that's it. That's the whole issue.
Thank you very much for listening and watching the episode.
This is the shortest one.
Yeah. Sorry.
Yeah. Yeah. But how they kind of drag you in in the first time user experience is that they start off and then they slowly unwind the the boosters. So you get all the boosters by I think level 10 at least on iOS.
And then what you're level 10 by the way
the level doesn't change. That's that's the key. That's a different thing.
Fair. But then also what they do is they unfold new kind of boosters for ads.
New mechanics.
Yeah. New mechanics which makes it super interesting at least for ad monetization. Uh but still the ad revenue is relatively small compared to the AP. So why do people convert this game?
You know why? Because these additional slots which usually help you so much. Have you seen any possibilities to get them for ads?
No.
No. That's why the thing ad.
The only ad placement that comes, which is genius, is the rewarded ad slot where basically you start sorting coins and then they pretty much drop down from the top and it's like a frozen bag of coins that finishes a series and then you have 5 seconds to watch the rewarded ad and then it goes away. So it adds like a time
like Yeah. time loss that you have to click. I always click on it and it's amazing.
Yeah. So this is this is like the the thing here with the what's the name?
Hidden question mark
question mark sorry thank you uh this is a mechanic this is like level mechanic it's like very similar like block blast or yeah block gem or something like that like we seen that that's normal but what happens actually as Felix said that if I would make few moves then a stack of these like add coins would be added here and again I can click it and finish the stack. So, for instance, uh let me just do some moves. I guess we can get them. No, we can't.
Uh maybe if we Yeah, here. So, yeah, they would go here if I would do that. So, and then I can finish the whole ST. I don't need to kind of
You have 4 seconds before it goes away as well. So, it's super stressful.
Super fast. Super fast. Super fast. Cool. That's there. But yeah, in my opinion, like this game play is like super. And by the way, it's very easy to understand because those are coins.
Yeah. You you you get into the game and
you you know immediately what to do.
Yeah. Yeah.
That's it.
So that that's like perfect. Yeah. Like honestly this this has been super super good and it's uh as I said it's very heavy. Like there's not that many ad placements. Like this is basically it.
This basically it. Yeah. Uh, I can talk about all of them, right? Because yeah, it's relatively shallow in terms of ads, but what they have is quite clever. So,
it's relatively shallow in the first place.
I think that's why it works, right? Because it's it's merge and puzzle, the two categories that we said on this podcast works extremely well right now. It's kind of combining both those two, which is quite powerful to see.
Yeah. How can you even compare this to microphone? Anything. Come on. This is not classic merch. I mean the merch is not classic merch. It's just like it's very different system design vector that's that's added into it.
Yeah.
So the interesting thing is like they start monetizing straight away cuz you see at the bottom they have the banner placement and it's visible at all times. So during the first loading screen when you start basically that's when you start seeing banner ads. So according to sensor tower. Yeah. So I I didn't want to interrupt because of
I was really in the mood today.
Yes. Because No, like I just want
something to say.
Yes. I just wanted to say the there there was a comment on our YouTube channel which uh was about our last episode the little farm sim farm ad simulator by Say Games. Uh the banners were there just as a decoy to kind of make you make them disappear. make them disappear basically. So, it's just like a a motivation to pay the no ads button just for this to go away because the $700 nobody cares.
Yeah, I know. Like, like I said, banners the revenue has dwindled, especially
like if you're max and if you have a very low uh refresh rate, they kind of become Yeah. kind of what's the point, which is personified here, right? Cuz here, according to sensor tower,
23 minute average gameplay. I don't know if that's true or not, but I'll just accept it. Right.
So, that's about uh 1380 seconds, which means you're showing about 276 banners.
Reduced that a little bit to 210
uh because basically because of loading times, but that's uh at this user base uh 360,000 DAO, that's $1,700 a day. So, um,
much more down though. 470.
Yeah, but it's like I took the last 30 days average cuz it really dropped as well. So, I just took the last 30 days.
No idea.
Seems to me like the sensit artifact.
Yeah.
That's what I thought as well.
Could be.
And then you also have
Let's go to downloads, man.
Yeah. Then you also have the interstitials, right? So, it starts on iOS for me after level three. and how it's shown. It's just ad break during gameplay. So, it's no pause or anything natural. And it's on a bit black and then it says
Yeah. Yeah. It's on a 2 minutes and 38 second timer, which means that in 23 minutes, uh that's uh 8.7 impressions per DAU. But then there's also one more interstitial ad trap, which is if you brick a level and you lose and you need a new life, then it shows an interstitial after that. which means that is about 9.7 impressions per daily active user which is about 26k a day. Then you have your rewarded ads and the rewarded ads have this amazing feature that we haven't been able to show that we talked about on showing on hiding the level or shows up in the level and rewarded. Then you also have after you finish a level a 2x which is not really that much worth it. So I don't think
that many people watch it.
And then the daily reward that's it. So about 10k a day I think which means that the total ad revenue is 40k a day on the 360,000 bau or 35% of
revenue just like it's not that high. I mean that's pretty high.
What 40k?
40k per day is pretty good.
No no no I meant on the rewarded ads. No in total it's high but yeah I mean rewarded ads 10k a day. It's a very small portion are going to to delete the money with car match. Same thing.
Yeah. That's that's let's that's that's the picture here.
Okay.
I think one interesting thing I have to say as well about the interstitial which is now kind of turning into the norm for all of these puzzle style games is after the first three interstitial placements you show a popup
that essentially says that you can remove the obligatory ad
and then for an AP and that's kind of what we started seeing about 8 months ago but now it's kind of becoming the norm in all of these games. They have a
full screen popup after the first interstitials and I guess it's a good conversion point.
Yeah. All these ads are just motivation to buy,
but they still make [ __ ] ton of revenue.
I mean, sure, but
it's not like banners. Yeah.
Yeah. But it's like a funnel. Like you show ads like, "Oh, [ __ ] This is really annoying. Let's just uh let's just show a popup of like, hey, you can actually remove this."
But until you see the popup or you buy the no ads button, you still make a lot of money.
It's amazing. It's it's kind of funny that, you know, these studios that used to be reliant on ad revenue have now turned their former revenue source into an avenue or a highway to make IP revenue,
right? It's amazing.
Ah, it's great. Like
like you can clearly see like this is basically like pure product kind of knowhow, expertise. No super high visuals, IP, whatever, nothing. It's just like
knowow, knowhow, knowhow.
Yeah. Yeah. Yeah. Also, this game is quite old.
Yeah, it is.
Can you show on the when they actually first launched April 2023?
Yeah, that was just
show show the numbers.
Yeah, I just wanted to show the the launch. Yeah.
Yeah. So, as I said, April 2023, so more than two years old basically now. started scaling uh start of June I think. Yeah, somewhere here.
Yeah,
I think that's where we started kind of
before
chatting about it in the in the chat.
I would guess that something happened here which didn't really work out for the game. I this is just soft launch because like 20k a day isn't really soft launch.
So maybe they reworked the game and
yeah, but look look at how how many updates were there at
so many different things. And now it's like one, two, and three. And then bam. Thank you very much. I need the icon.
Look at the countries though because it's uh at least for the active user
base is quite interesting. Uh country mix. It's uh not your normal tier three.
Yeah.
That's why it makes so much money.
Let me
There you go.
Let me get a better picture here. Yeah. US, UK, Australia, Canada, pretty much all tier one, even Japan.
Oh, US.
This reminds me all in hollow actually like kind of the
Is this is this new wave of like AP tier one driven puzzlers that are pretty much now the norm, I would say, in these big companies. And if you don't have one, you're kind of struggling these days because the hybrid casual puzzlers are kind of going down and these IP ones are pushing them so hard now. And the the thing is that they they will stay here. They won't
Yeah. Yeah. Exactly. Long-term retention.
Much more longer life cycles. So
Yeah. But I still would count them in the hybrid casual section rather than just
compared to how much. Yeah. That
Exactly. Yeah. Exactly. Oh my god.
30% of revenue is still hybrid.
Yeah. But you you have 10 of these and 10 of these making 10 of these is way easier than making one royal. Of course. Yeah.
Of course. Of course. It's still hard even to make 10 of these to make it easy.
Yes. But comparing to Royal Match easier
and you know next month next month we'll see like five of these from Vietnam.
Ah maybe.
And they add 3D into it and you'll like it.
3D and AI. 3D and AI. I think we might see you next year.
You're just going to count the money.
All right. Let's look at some creatives.
Yeah.
Well, you mean all all two of them? Yeah.
One sec. I'm just going to use Yeah, let's
This uh will also allow us to mute Yakob's uh intense morning.
Yeah, intense morning. That's how I would say.
Intense morning. This is intense morning. Oh my god. Come on, guys. Like this is nothing. It's a It's a lullabi.
It's fine.
Yeah, Jack. You just want to mute yourself?
No. Why? I can I can
Nothing. Nothing's coming though.
Exactly. No, it's fine.
It's fine.
It's fine. I need to Well, I actually I need to re reshare just because of your ears.
Oh, you want to save our ears?
Yes, I want.
It's nice of you three ears.
Come on, ladies. You know, please.
So, what do you have here? It's actually I mean, what would you what do you say Apple? Oh [ __ ]
Do you think they immediate on Max? Oh, no. No% no Lion Studios mediating on mics. No, that's not true.
Oh, and I need to actually also turn off the sound of this because see, thank you.
This is exactly how I feel about this game.
This is exactly how I feel about this
game. No, but uh I mean they have so many playables, which is great. And I mean, but that's pretty much it. If if we if we kind of end here. Okay, I can't even click on this. Amazing. Even if we end here, like that's
So they have all the playables like just playables.
No, they have others other stuff, but mainly playables.
So is it the rainbow coins or normal world?
Normal world. Yeah, normal coins. And then this kind of combination which is
you know customers
customers concept.
Yes. And uh but I mean
any AI
this is this is No, I didn't see any AI. This is just like like why would you put the all these kids in here? I don't really understand. But I mean
those kids are
Yeah, those are AI. I know. I can see it in in their faces. But still, but it doesn't make any sense anyway. But yeah, at least this is a long form long form playable, so I can can deal all of it fail. What what a surprise.
Yeah. And we have also money sorting, but this is only um interactive end card. So you can't really do [ __ ] here. So we have all three pages of creatives.
Question. Yes. So a game like this is scaled, right? We've dropped down a little bit, but it's scaled. But they still managed to get to really nice scale, but with only three pages of creatives. But why three pages of creatives? I see 42 or did I click somewhere wrong?
It's Sep. I'm looking at September. I'm playable now.
And I'm playable only now. I'm playable only now because I want to show you the playables.
So
Oh, there we go.
Yeah. I mean,
very interesting.
Try again.
Zuma. Yes. Zoom again because this is going this is scaling on Applavin and on the on the networks. That's why the playables are super important. Color
block gem or mob control?
Color block gem first, I think.
And then then everything else car mate as well
and before tap for fun
and yes, exactly. Exactly. So let's see like you have uh you have sushi here as well or no it's not sushi it's cola IP. So all the fun stuff, right? So it's quite a lot of them actually which is great. But let's just go and select all of these and then it's it's going to be a lot of fun. So now it's all 10. It's 10. But yeah, they they ran a lot of lot of others in August and I guess we are still a little bit delayed, but I want to show you the the actual Facebook side of things because there's usually always the the interesting stuff happening. And I need to go to August cuz this is
still very few.
It's very few still. Yes.
Very few. That's why I'm saying
no Wi-Fi. No Wi-Fi.
Yeah. No Wi-Fi. That's why I'm saying it's it's either like caught them by surprise like what I mean this is a nice iteration but like what they are seeing in terms of the revenues because if you're going if you're you know ready for scaling then
you have way yeah you have more stuff you way way more stuff so I mean this is maybe just like let's say extended soft launch or how should I call it
so it's unexpected success
I don't want to see unexpected I want to say unexpected the success but definitely they were not ready for for seeing this this amount of revenues and apparently this this scale because all of this is just the same thing. I mean well you know this the angry customer which they like match factory is doing this uh uh and all of the other Turkish studios are doing this as well. So I mean they already know what's working. Uh it's
kind of with always problem with these games are just like it's like what do you what are you going to do with this shallow game, right? I mean there's not many opportunities to to showcase this in a different uh different way. I mean you could potentially do a lot of other stuff like 3D AI and and all of it. But I mean what's this? Fruit ninja. Okay.
Fruit ninja. Yeah. Fluid Ninja and Colos are amazing. I mean, this is what I what I kind of like in here because the the big board definitely works well and it works well on coins uh like the water sorting. It works well on on like in the merge category. It's uh in general. So, this is nice. But again, I mean guys, it's 20 pages. Just look at your your friends from from China.
98% users can solve this. Yeah,
it's like Noah and like this is pretty much it kind of like I don't Yeah, there's a little bit of AI.
Oh, there's AI.
Yeah, but
is this a quarter of unexpected successes? Cuz you know, epic plane evolution kind of also unexpected success.
Might be.
That screams so much GPT with
Oh, this is of course Yeah. Yeah, I mean like but we know it players don't and I don't think they care that much to be honest. Apploving Facebook Unity. Oh, let's see. Unity. People are talking about Unity these days so often and I still see as a absolute [ __ ] show. When I compared this like Unity versus Facebook, it was like Unity CPI 20 cents in US versus let's say $10 in US for Facebook.
But the quality was absolute [ __ ] on
Unity. I was like, "Yeah, I see the CPI." I like, "Yeah, yeah, garbage." So, Vector doing really well. But, I mean, I don't really have anything else to say and to show you.
I don't have either. I think we can end it here because we talked all the way through it.
I have few more if you want.
I mean you can because you you go uh where here
I go broad just like everything.
Oops. I don't want to see galaxy here. I was doing some research on this game though. So
maybe give me the screen.
Yeah, I will give you the screen. I'll show you. So, just few more as Matthew was kind of browsing through like there's this like wish family thing.
Oh, yeah. But this is this is a little bit old. I s I saw it I think last month somewhere.
Yeah, that that's for last month. Basically, it's going. And then there's
the 3D ones.
I mean,
this is basically Hexosord.
This is Hexosord. Yeah. Is Hexa Sword?
Yeah. So, there. And then
and then there's Hexosord.
Exosaur playable.
Yeah. Yeah. Yeah. Oh, that's there. And what was the last one? Yes. Sushi.
Yeah.
Oh, just food. Okay. I mean, that's nice.
You can you can have so many different Yeah. variations of this. Uh it's it's insane.
Uh
but like that that's it. Like something to talk about like game is great, makes money, and it's as simple as that.
Exactly. Yeah, I mean I wonder if if if we could compare it to something else and have some kind of uh benchmarks but uh I mean
accessor I guess but
or we can we can I know what we can do we can uh we can do curve if you want. Yeah, we can
accessord
definitely and while you you load that we can also plug this into the PVX lambda [Applause]
because that's a game changer and you can plug it in your MP or whatever and within an hour you can get the ROS benchmarks retention insights and forecast whether you are eligible for funding you know just it's 100% free how go to pvxpartners.com/lamda and get your strate strategy on point. So, PVX partners, thank you very much for sponsoring this episode as well. pvxpartners.com/lambda for your ROS benchmarks. And now we can compare Hexasord with Coins Sword and see where it actually is cuz I think Hexa Sword was stronger on the IIPS, but not as steep.
Yeah, definitely not steep. Already peaked something like 60.
It's peaked there. No, I don't think it peaked there. I think it peaked in like 4 450 days at that point. Yeah, here.
So, yeah, this
hex over here. We did so long ago. I
can't remember what the ad split was.
50/50, I think. No,
don't know. But like you still see that this probably scales faster. Hexa sword went like, okay, great. And then like only then I guess some updates were necessary to kind of push it push it higher.
Go on the active user base as well.
Mhm.
Okay. Okay.
Yeah.
Slightly different
500k against like 1.7 million. But you see how stable play interesting game went down like I guess still making [ __ ] on that.
Oh yeah. Yeah, like IP revenue went down, but ad revenue
ad revenue definitely holds. That's for sure. But okay.
This is like
I know it's all together in it. So
yeah, but the coins is quite small anyway.
Okay, it's good.
Yeah, the most ad
revenue. So well,
wait a second. Hexur 88%. No,
it makes sense. 1.7 million.
Okay, fair.
What my notes say?
Okay, not bad.
Just puts it in a completely different context.
Yeah, exactly. I mean,
okay.
Yeah, as usual, it's very important what we'll see after two or three months down the line if this goes this goes up.
It's it's very clear what you what we're going to see. It's going to grow. They're going to implement more features into the game and then it's going to be 200 300k
per day for going to get chipped away by Vietnam.
Uh only I came. Anything else? No chance yet.
Abby
or ABI. Sorry guys. I wouldn't even underestimate like Homa or like any other of these now that they're getting pushed very hard. You'll see. But like
look, the Vietnamese studios are now pushing more towards the whole games like all in hole and these type clones.
So I mean they're kind of doing a different different strategy or going for a different game mechanic, but maybe they're going to sort coins yeah at the end of the year. We'll see. So thank you very much guys for uh listening. Please join the Slack channel. Uh, also share your comments, thoughts, ideas, insults. So, we don't care. It's fine.
Maybe bad insults.
Maybe. Yeah, maybe me. It's okay. And uh what else? Uh
yeah, we'll see.
Yeah. Oh, by the way, we have a we have event in Istanbul we can we can talk about
maybe later.
Um we'll see. Just you know,
stay tuned. Stay tuned.
All right. Byebye.
Byebye.
[Music] [Applause] [Music]
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Coin Sort represents a significant evolution in the hybrid-casual puzzle genre, demonstrating that high-agency mechanics can successfully drive substantial revenue through a balanced monetization strategy. By blending intuitive coin-sorting and merge elements, the game achieves a daily revenue of approximately $120,000. Unlike traditional ad-heavy casual titles, this game prioritizes in-app purchases, which account for 65% of its total earnings. This financial structure is supported by a strategic integration of rewarded ad placements and high-pressure funnels that convert players without compromising the core gameplay experience.
The game’s success is rooted in a highly satisfying, player-controlled loop that emphasizes core mechanics over complex meta-progression. By focusing on Tier 1 markets and utilizing a high volume of playable creatives, the title maintains consistent scale and long-term viability. While competitors like HexaSort command a larger active user base of roughly 1.7 million players, Coin Sort distinguishes itself through superior monetization efficiency and a design philosophy that favors depth of engagement over sheer volume of ad impressions.
The broader hybrid puzzle landscape continues to show strong market potential, characterized by simple, scalable mechanics that allow for rapid thematic iteration. As the genre matures, the ability to integrate new features while maintaining technical stability has become the primary differentiator for profitability. Coin Sort serves as a benchmark for this shift, proving that hybrid puzzlers can thrive by moving away from ad-first models toward more sophisticated, purchase-driven ecosystems that reward high-quality game design and strategic user acquisition.
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