But otherwise it would break the break the
No, but come on. Like add the banners and then slap on an IP to remove ads.
Just a decoy.
This audience won't buy that one IP.
Okay. Okay. Well, you add
but even even if yak you can you can do regional pricing even this audience like you can do like remove ads for for banners.
We've seen it for $2.
Yeah. Room escape only banners. It's 4 a.m. and we're rolling the dice. [music] Mate drops knowledge made of golden eyes. Felix with ads making those coins rise. Jack up designs worlds chasing the sky with [music] the two and a half gamers the midnight crew talking UA adverts and game design too. M feeling shaku bringing the insight. We're rocking those vibes till the early day [music] master eyes on the prize. Tracking data through the cyber space. Felix [music] like a wizard in disguise real to the high. Two and a half gamers [music] talking smack. Slow hockey sick. Got your back. Ads are beautiful. They light the way. Click it fast. Don't delay. [music] Uh-huh.
Uh-huh. Uhhuh. [music] [music]
There you go.
Hello.
Hey everybody.
Yeah. Jakob, you don't want to finish the sentence. You know, doesn't say. Ah, come on. Okay. Thank you very much.
[ __ ] yeah.
Today we are here in celebration of the genius that is one single solo developer and what creativity can do when you actually apply it in mobile gaming. Cuz today we are talking about the new game Level Devil. I'm Felix Robert.
My name is Matthew Lancherich.
And I'm Yakubier. And you're going to hear another Cinderella story today.
There you go. That's very nice. Yes. We haven't had a good intro in a while, so yes.
Thank you very much. See you next time. [laughter]
Yeah. No, this is good. Actually,
this is kind of the same bucket, I guess, as Granny. This is made by one developer
it's like at the start of Granny, I would say.
Hello everybody. Thanks for uh joining this episode. Our sponsor Fast Spring has delivered D2C at scale for over 20 years. They power top mobile publishers around the world and are reliably fast growing, profitable, and very financially secure. So, Fastpring isn't just figuring out D2C on the heels of the recent VC investment. Their developer first platform and deep gaming and payment expertise have helped democratize global commerce for over two decades. has no drama. D2C partner with real world experience at scale. Fast spring is a partner that you can trust with your players to quickly launch a new web store. Replace an existing D2C vendor or just add redundant D2C vendor
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Yeah, exactly. Yeah, because the it's like I can't scroll until the end of the the Tik Tok page of all the [ __ ] videos from this game. I It's literally never ending. But
is he is he running UA?
No. No, I didn't see any.
It's all organic, right? Yeah. Yeah.
Yes. As you
guessing, he doesn't even know how to run UA.
I don't think it that was like his main kind of uh strategy. There wasn't even the strategy on on the
I think there was man
marketing side.
Should I show the stats and then we do the story or what are we going to do? I just want to like wait. I think Adam knows or knew what he was doing because if you make this kind of game, you know, like there is a [ __ ] huge potential for virality and you build it around it and he built build product. Perfect product for sure. Marketing zero
zero Well, zero marketing. It's it's built in a way.
It's built into the product.
Exactly. Exactly. Because honestly, I played first few levels and I was like, [ __ ] this is awesome.
Yeah. Like you want to share it. You want to share it because you get so annoyed and then instead of like rage quitting, you're like, "Hey, play this." Or you show a video. It's so funny.
Exactly.
Very Tik Tokable.
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 and 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 secure 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 uh a piece of your company. Visit pvxpartners.com
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That's exactly. And I think like that was the main kind of purpose of like how to build this game because I think like the the other games he did there not that big of a potential for like uh the same viral effect. But who do I know? I mean I think people played level like before us.
Wow.
Yeah. First game lava board started in 2014. So he's been doing this for 10 years.
Yeah. Yeah. Yeah. Yeah. Yeah. Wow. It's always overnight success 10 years in the making. That's always how these things work, you know, like you don't build a tower in like a year, right?
Yeah. But I mean, is this actually like a marketable in terms of the UA? Most probably
I think if you focus it more on the monetization, there's a lot of things you can do to drastically increase the LTV and then you'd be able to do it. In
its current format, I don't think it's possible. No,
that's exactly what I want to say because in current format, absolutely no. With improvements on the LTV side, absolutely yes. Because honestly, like this already has such a discounted CPI because of all the organics and all the Tik Tok videos.
Should I?
Yes.
Yeah. Should I show the stats to begin with or so? This is why we're getting excited and this is why we had such a good intro. We've this came across our radar because we're keeping track of everything. And then there's this game called Level Devil and it's got 3.2 2 million downloads in the last 30 days.
Review radar or or soft
sonar
or whatever was the the third [ __ ] name you
Steam
scanner invented steam scanner
steam scanner steam scanner
it sounds like a utility app that is killing it. Yeah, but look here, right? So before Yakob goes crazy, here is kind of Yeah. the daily active user base, right? And
nearly a million DA.
Yeah. Nearly a million DAU, right? And sure, it's not tier one geos only, but
it's quite a lot of US user base, but like if it's a million people and if you're monetizing on ads, as if you're listening to this podcast, you're going to be making money.
Yeah, exactly. Million people a day, that's a lot of people playing the the game. And you know, probably with the sadness multiplier, it's probably a little bit bigger, right? So, yeah.
Yeah, I would say. Where? Where do you go? That's it for the numbers.
All right. What else did you want to look at? I thought we wanted to play the game.
There is also a Steam version.
Yes. Which you found out before the recording, right?
Yes.
Cuz I told you, which is really rare.
Yeah, it's very rare.
You didn't mention it, so I'm taking this shot.
Yeah. Yeah.
Yeah. And the theme concurren is show. Yeah, not really big based on VGA. It's a mobile game.
No, it's a mobile. It's I mean it's
Yeah, it's like
kind of secondary.
That was to speak, but like again whatever. Like it's
people play mobile.
Yeah, people play the mobile. It's it's a mobile game. It's literally adjusted to mobile and everything. So like in my
opinion, I really like to mobile. It's made for mobile. It's adjusted for Steam.
Yeah. Yeah. I like it on on PC because even the emulator always map on key bindings. But whatever. Yeah. Let's actually play the game. Um,
yes.
So, so the tagline of this game is it's not a troll game, which is, you know, very tongue and cheek because it's the biggest troll game in the world.
Biggest troll game. Yeah.
So, I told my boss I made a playable [music] app with Playable Maker.
And he said to me, "What language did you code it in?" And I said, "I don't know. With Playable Maker, [music] all you do is drag, drop, click, and it does it all for you." So, again, he said, "What language did you make in?" I went, "I don't know. English." At the [music] end of the day, as long as the playable maker does it all for you, why do you care? It's just like magic. [music]
So, we have our character, which is here. Uh there's no timer. There's nothing basically. So, you just go and you need to get to the portal. Like, very easy, reminiscence of these very old like games or whatever. Yeah. Arcade stuff like whatever.
Uh very easy art. Like there's literally like just different shapes added into the background or whatever. Yeah, it's all you need. Like minimalistic excellence, I would say.
And then there are these mechanics and there's lots of mechanics. There we go.
There's no rules basically cuz like you couldn't be running and then you just die because because somebody said so and put a pit right in front of you that just opened. So a lot of times the deaths that you get, they are like, "How about you die now?" That's exactly that's the kind [laughter] of death you get in this game. So yeah, uh it's very very sadistic in his nature, but that's that's the part which makes it really really fun. Yeah, you see my point here. So, and every single level it it's basically like you discovering new funny ways that the designer will kill you. That's basically
it because most of the times the puzzles are kind of obvious. Like it's really nothing really to it. So like you get stuff, you then activate stuff and then then you go into it and and that's it pretty much.
That's it. Yeah,
that's there. Again, it it looks kind of obvious. Oh, nice.
Play these before. You've played these before. Go to a new one. Go to a new one that you haven't played yet. So, there's this kind of a saga that's there. There's a death counter which is great. There's actually multiplayer option which you can play here and you can play with multiplayer with I think random generated levels or whatever. So, like two characters and stuff which I want for now. Some small options just languages and sound. That's it. And yeah, that's pretty much it.
But there are three saga segments basically. Level devil, level deviler and level devil. And then on level I
don't know what this kind of thing. It says under construction you try designing levels quickly. It just trolls you basically.
Last time I think it was telling me like go like hand it to your mom now she plays or something. Yeah. Patience is a virtue and
okay every different
everything is trolling trolling you basically.
But the interesting part and this is the genius part about it. So not only the guy is perfectly designing the levels to literally kill you on the spot as you go through them like the deaths are very very specific.
Play a level that you haven't played like when you just one one last thing. There's this thing which is empty, but if you click on something, it actually says like the mechanics of that level. So there there's lots of level design into it. So it's like [ __ ] hard to build these like sadistic levels to be honest. Like it's it's very hard.
And again, let let's build a new one. So you see like this is the beauty of it.
It looks super easy.
Yeah. You just you just run to the door and then you Yeah.
Yeah. I love it. Yeah.
It's just super funny basically,
you know, like it's and that's not Yeah, that's what I want to say. Like this is not not the end.
Well, die a couple of more times so we see the main main monetization mechanism.
Now, that's what I wanted to say. Like, it's going to just change again.
Can you uh die a couple of times in a row so we see the main monetization mechanism? Yeah. Give me a second. I'm thinking.
Yeah.
[ __ ] And see like we are having so much fun and imagine
imagine people are just watching this and look you are not going to make it. Look, you know what's going to [ __ ] You're going to [ __ ] die on on the on the way there. I'm pretty sure. Yeah. Yeah. I'm pretty sure
something's going to happen.
Exactly. Yeah. Yeah. You already anticipate like it's going to Yeah. Nice. That was pretty good.
So, so basically the biggest fan of this is you [laughter] discovering how the level works, how the guy is going to kill you and what's the new death that he's basically thrown at you and the mechanics are and then the interstitial.
There's interial interial every three or four levels. There's no real thing. So, I think it's on a cool down and then he fires it off.
Oh, man. Not every three, four levels.
Not every level.
Every three, four. That's the important part. It's It's counted by deaths, not levels.
So, he has a financial interest to kill you, which helps the game.
Yes. Yes.
Yes.
I think it's on a timer. It's It's not really like uh like every third or fifth death. It's some kind of a cool down that once you hit the deaths triggers it basically. But, as you said, when you die multiple times in a row, there's a possibility to watch an ad and
skip the level basically. That's that's I guess we [ __ ]
Yeah. So you can like when if you get super frustrated you [laughter]
I remember in one level sequence you literally change the controls like that or [ __ ] hard.
It's the one where basically instead of jumping the the level jumps.
Yeah. Something like that.
It's just so funny.
This is I think like the pineacle of level design. Literally
pinele. Pinnacle. Yeah, pinnacle. Pinnacle.
Pinele. Riding on.
A pineapple with my panacle. There we go. There's a skip.
Click it. Click it. Click the skip button. Skip it.
Oh, too late.
Come on.
Yeah.
Yeah.
Yeah.
Yeah. So, that's
my fellow ad monetization specialists. What is it you've noticed now with the two ads that we've seen, which is also the main issue?
Two ads that we've seen.
No competition. It's the same ad.
It's all from Unity. Basically, there's
no ad of 60, which leads me to believe they don't even have mediation. It's all done through.
Yeah. Like meaning that like I estimated uh with the the ad revenue how much you'd be earning. So I kind of kept it somewhere between 11 to 14, but basically because there's only one network, it's probably between 5 and 7K a day.
Here comes the sad part. Yeah.
Yeah. Yeah. Is the sad part because honestly, it's so much fun to play. It's so much so good and it's so like many users.
It's not even it's not even that aggressive with with the ads honestly.
Not at all.
It could have been way more.
Like I I know I've been saying a lot of times banners are dead, but like banners make sense here as well because you're getting so many organics. It makes if you're if you're not if you're only listening, please go to the video and look at this because it's really funny.
By the way, the sound effects are also priceless.
Yeah, it is. What? What? What I'm supposed to even do now?
There you go. Sometimes I hope this what I hope for. Yes, that's what I hope for. Sometimes it's so intuitive.
I wanted to say like I'm pretty sure like this is going to happen. So that's perfect.
No, honestly like this is the most fun I had with the video game in like last year or more.
Yeah, it's Yeah, that's true.
It's just so funny.
It's It's so funny. And the dead like you seen the the last part when it killed me like it was so unpredictable but it was still so expected that there would be some kind of a catch if that [ __ ] if this
What are you doing, man? Like
what are you doing? You're doing the same thing.
Same thing all over again. Yeah, there you go. Okay, let's see. Let's see. Let's see. Let's see. Let's see. Let's see. Let's see. Jump. What are you doing?
Okay,
he made it. And the new one comes in. Oh [ __ ] Not the [ __ ] again. What what game design mechanics would you add here, Jacob, to make basically monetize it better, right? What what
what would you add here to monetize it
better from a game design perspective or monetization mechanisms?
Uh more content definitely more content basically.
I would add maybe like hard mode or something.
Well, that test devilist at the end. No,
no, no. It's just like harder levels. I think like you add a new rule into this. So stuff like that
maybe. I don't know something like to play with the the nature of the levels or I don't know what. So, oh, there we go.
Oh my god. Regular lady.
So, some kind of content stuff because like just to amplify the fun and give you a little bit more strategy and maybe lock the strategic choice behind an ad or something. Not really something that you can do on power play side here. So, it's just like, you know, can't deal with it. So, it's definitely production heavy. All level designs games are production heavy but this is extremely heavy because you seen like how kind of few levels to mobile game standards there are normal level based games there like thousands of levels this like
but you can't make thousands of levels like
with this kind of a quality that it
literally maps your every step and like in every step is like walking right behind you like now you die.
It's like okay so perfect
exactly how do you design this? So
how do you design these?
Yeah, you know like you have kind of in your head player should should die. Yeah. Okay. Should die. And
you're literally just designing traps.
Like I think it's something similar to like Portal.
At some point in my career, I was designing games that was similar to Portal which was like you were you are then playing the game yourself like forever and all the levels and everything like counting with every single possibility. Then you're looking at so many people playing it for you to to see like what they think what what's intuitive or not because these things needs to be like immediately intuitive. It cannot be you know the fun part and everything. It cannot be hard as for like punishingly hard. It needs to be funny hard meaning that oh you died so next round you will avoid the trap and you go to next round. It can like the balancing needs to be very very
delicate. Like it cannot be just hard as for like we'll make it hard and nobody going to go over it so they'll click the ad. That would destroy the game actually. It needs to be fun and you dying needs to be like you need to be laughing after it not not like cursing of like [ __ ] like this is how Yeah. You should you should feel you should like ridiculed that that's how you
like we were like when we were laughing just now like that was great fun you know.
Exactly. So I imagine this like Okay. So you build a level the actual like how it's
the design. Yeah. The design. Yeah. The layout. Then you run like the the perfect way and then you build traps into it.
Yeah. See?
Oh, there you go. But at least you now you know. Yeah.
Yeah. But there was the obvious bait with the trampoline there at the bottom. So
exactly. Level design is a very specific category of game design. like those two things kind of live in parallel. Game design is the systems and all these other mechanisms and features and like stuff
that's like creates this kind of whole concept. Level design is communicating your ideas through environment. That's literally a different skill for people again like building planes against building submarines. completely different skill set that you need to have in order to do these things because you know you remember we were talking about it multiple times with like mage three games or whatever they throw out 90% of the levels that are designed for there because just not good enough and I would guess same thing goes here because it has so many downloads so much stuff like put into it like I'm guessing he also like like he read there like you tried designing these levels it's really really hard
yeah what would you add here or what would you recommend
and last thing last thing again Felix told me This
Mhm.
which is a proof of concept why this thing works
because there's like thousand copycats.
Yeah, exactly. None [laughter] of those.
Some of those number
I saw like number two, number three,
number four, and it's like wait a second
this guy super persistent. Level level two, three, four.
No shame,
devil games. And none of these work. None of these work. Yeah. So it's very hard to design, very hard.
You can copy, but it's like uh it's not going to work. But also, we didn't say like if you go to Lava Bird and all all the like the the whole portfolio kind of
the previous Yeah. Yeah. This is like not the the only game you made, but
there's Lava Bird, the first one in 2014, which is
I would say the most similar to the current concept. Then there's hub ball which seems uh okay some kind of pinballish mechanic. Then there's level with me it's called which is what
okay some kind of scale game. Interesting. And then there's unicycle hero which is uh we're getting to that fun moment. I
guess he started here with this whole paradigm. Interesting. Then there's Unicycle Legend.
Ah, yeah.
He's definitely got a sense of humor. Inapp.
Yeah. Yeah.
Yeah. Yeah.
Yeah.
See, I guess he he he's just following in this. Yeah. Very very similar level design actually. If you see it.
Yeah. Very very similar level design. And I guess he said at some point like, "Fuck this [ __ ] I'm gonna, you know, push it even more." And you see how how much like more production budget this game is like. So he's just like, "Fuck this. Just level design." And then then when you get level de level, it's basically very easy
like production like squares and [ __ ] and it just level design. Like let's go even more troll on on the level design.
Yeah. Which that's what uh what sells the game pretty much. So from my side here, I would actually add first of all a mediation platform because you're doubling or probably increasing it by a
lot more since it's only unity ads. I'd probably also add app open interstitial ads because there's four sessions per day on average. I think it actually would work cuz it's still so funny. And then I would also add banner ads here. It makes complete sense in terms of rewarded ads. There's no real placements that kind of stick out because there's no real economy, right? That's the hard part. But yeah more frequency and just yeah add up txt file and attribute and a uh the mediation platform.
So what what if there is a there's a situation where you have a mediation you add let's say three different networks there and only uplo is taking over because it's just like the bidding and nobody else is getting impressions. That usually only happens if you're on max mediation, right? But like you're still getting competition, right? So you're still getting a higher eCPM.
Usually like the the average adding networks and then they were they're just not getting any
impressions. Like how is that compet?
Usually when you're adding networks, if you add Google, they'll compete against app. Like I've never had a situation where I'm adding like for example Google and metadata, it doesn't like take up at least 10 or 15%. Why would you add banners, Felix, if you said, "Of course, the second one was real."
Yeah, that's so funny. [laughter]
Why would you add banners if you said
Cuz honestly, it's so undermonetized and you're actually spending quite a lot of time here, right? And at the bottom, I don't think it bothers too much to have the banners like you can just add the black bar at the bottom.
It does because not all the levels are designed
click on the even. Yeah, the controls right there, but like honestly the lowest hanging fruit here is a mediation platform and just adding five networks like he understand in in the menu.
But that's not going to generate any impressions. It has to be constant.
But otherwise it would break the break the
No, but come on. Like add the banners
and then slap on an AP to remove ads.
Just a this audience won't buy that one IP.
Okay. So, okay. What would you add? But even even if yak you can you can do regional pricing even this audience like you can do like remove ads for for9 banners.
We've seen it $2.
Yeah. Roomc only banners not interials and all of the other stuff because that that wouldn't really work.
Make more money on ads. I would I would do, as I said, I would do more content stuff based some monetization like new levels for an ad or whatever or some kind of a yeah some something like more fun for ads. That's it.
So you actually lock some of these levels behind ads.
Not lock extra ones or whatever or like level the same thing, right?
Yeah, exactly.
You still need to have like
So you have like a side path. You have a side path and you have a level that's an extra level and it's behind an ad. So, it's not on the main path, for example.
You always have an open path. That's
that's the main idea. You shouldn't have a path that's locked
like the main one.
It's it's the same. It's the same thing. You just kind of visualize it differently. It's just it's still locked behind
let's call it a pay wall.
Visualizing differently makes the big difference.
Yeah.
I like that. That's actually quite good.
A lot of things are just feelings here to be honest. There's nothing really to it.
Yeah.
Yeah.
But I just wanted to I just wanted to say you died
now.
Okay. So, both controls work the same.
Okay.
Come on. Like you've died how many times and you haven't we haven't seen. Yeah. Like you haven't seen for a while, you know?
Yeah. You died 60 times already since you started playing. There you go. This is so [ __ ] great.
Yeah. This is like he he thinks so much out of the box. Yeah, we only saw the one or two ads. Come on. Like that's not enough.
Yeah, exactly. Like a good rule of thumb here for a game like this probably since
you're dying a lot. Like you can probably do an ad every 90 seconds here and still not lose that much.
What do you think is the retention for
90 seconds is too much, man. Oh, there you go.
Finally, this
another Unity ad.
What?
There you go. I know. I know this guy.
Which one?
Train station 4. No,
I think this has nothing to do with trains or does it?
It does, but
yes,
train miner.
Yes.
10 million Azour. Oh, really?
I saw it. I saw
interesting.
That's nice.
Yeah. Yeah.
This is basically what like kind of iteration on
whatever.
Okay.
Goldenies.
Yeah. Yeah, that's what I wanted to say. Do you want to check the retention? Yeah. Let me let me check if there's anything.
When when did this launch actually because we didn't talk about it. Yeah, this launched uh February 2024, so it's pretty young.
That's pretty young. I mean, come on. Like, it's a year old game
for what? 35 million downloads for a single guy. That's
That's pretty good. Yeah, that's pretty
pretty like rocket rocket stage.
Sure. And especially in the last couple of months or weeks or whatever.
Retention.
Yeah. Kind of hyper casualish. Like you see you see the hyper casual.
It's not monetizing like a hyper casual, right? Like when we're playing uh when we're playing the voodoo game. Yeah. Like when playing what was it called? Flight. What was it called? Like airplane. Flight
simulator something. Yeah.
Plane. Yeah. Like you're watching already in the first 30 seconds your first interstitial.
Yeah.
Yeah.
Yeah.
But then they make what like 100k per day or what? And this is making
Yeah. It was 100k per day. But like the retention there like Yeah. It's not growing anymore, right?
But they had this this is pure money.
Yeah. That's true. But then
it's just it's just sad to see that like he's probably making five or seven.
The problem should be 14.
Usually the problem of these Cinderella stories that we always point out that these guys could be making much much more even in their current state without any UA without just basic optimizations.
So that's just there.
First of all, I don't think they care that much because it's making money. They don't know like it could make more.
Of course,
since it's Exactly. Since it's it's making money, they're not forced. It reminds me our discussion when we talk about supercell. Oh, anyway. Anyway,
you know, okay, so I think I think Matthew, you have a point, right? So like if like you know the run rate right now if it's like 5 or 7K a day is like 2.5 million a year, right? And you know that's money you're getting because it's ad revenue, right? So you're getting that every 30 to 60 days and then for a whole year 2 and a half million. And this is one guy, you know, that's amazing.
Exactly. That's amazing. But it's just when you see it can be five or six million because like just by doing one simple thing when you install a mediation platform.
Just want to say that like compared to the current industry setup or like you know we have now the platformer runner slash download shard in front of us. So there's subway servers of course because
they're sitting there pretty much from start time.
Yeah. Temple Run and Sab by Princess whatever this is. So our
geometry dash line thing. This game I don't understand either. Like I'm always so confused when I play it. It's kind of the same. You've never seen this. It's been
I've seen it many times.
Yeah. I don't really understand it cuz I've played it and you play music. Yeah. Like I don't understand. It's so undermonetized as well. Anyway, we should do another episode or not.
Yeah. Anyway, just saying that our guy here is on 12th spot, which I think is [ __ ] amazing if he's surrounded by guys like outfit seven zoo which are both over and under him
here. So this is amazing job like absolutely to get here
because here you have like 300 500 people company sitting around you
trying to achieve the same thing. So yeah, it's like o Yeah, don't get me wrong, like this is an awesome success.
Yeah. So the game itself actually had its best months ever, it seems.
No.
Yeah.
Yeah.
So October was $4 million.
Active user base. This is what matters.
In terms of downloads, yeah, but in terms of downloads,
it's in seen its peak basically. But why do by the way, Felix, this is something a question for like why do to which do attributes this because there's like zero updates? It's like zero. This must be some Tik Tok videos, right? Like someone posting something. This is all viral.
Just give me give me the screen, man. Like seriously. Like
Yeah.
If I just show you this. I mean,
so we doing like uh what? Like gorilla UA now.
It's just you know the the it's just whatever. It doesn't matter. I'll try
million. Okay.
That's only one there's only one video, man.
What? See, look at this. You're scrolling down.
3 million to 1.5K.
Go, go slower. Go, go up.
No, no, no, no, no. I want to say like this is not this is never ending.
Mhm.
3 million. It's never [ __ ] like this is this goes on and on. I mean like maybe this is the end, but still like it's it's so
Show me Show me the 9 million one. I want to see that one. That was like one minute Spanish video. Of course, because the main demo,
you speak Portuguese in Spanish a bit more. So,
maybe it's I mean I mean it's so funny to listen to this.
But yeah,
but but the thing is that it's it's very enjoyable to view because
Exactly. It's just watch.
It's all based on surprise and like out of the box thinking. So it basically all these streamers and content creators they just play and the code is made by itself.
Exactly. And also if you if you really listen to this voice over, it's just like Spanish like shouting.
It's it's so funny.
It's so [ __ ] funny.
Yeah, of course.
He's literally shouting. Exactly. Like you you see the football commentators and someone shoots a go. Oh my god. It's
so funny. It's so
basically free UA.
Exactly. Yeah. Exactly. like this is it's not no UA whatsoever in terms of the the actual paid channels. But I mean all of these state just make it by themselves because why not?
So this is the Gen Z game. Like this is like a Gen Z game.
I don't No, I don't know.
I think this is everyone game. Everyone finds this funny. This is so original
to communicate the idea like you were just trolls. That's
to all of it.
Yeah.
Everyone's original. like this is the best original game.
Yeah.
Super unique.
Exactly. It's super unique. It's like people want to want to watch it. And here like it's like so like 1,300 comments.
Yeah.
This is exactly like what you need and it's like so many of like this YouTube videos as well. Again,
it's see exactly. It's super funny because it actually happened to me as well, right? So you can relate to this.
So and and then you don't you don't really need anything else. So the thing is, you remember we talked about it all the time, when you have so many views, it just catapults you to top ranking immediately.
Yeah. It's the granny setup.
Yeah.
It's the Dualingo setup they had before. Or not Dualing, not Dualingo, sorry, not Dualingo, the Dumb Ways to Die setup.
Yeah. Yeah.
Dumb Ways to Die setup. It was the same. They had millions of views suddenly on Tik Tok and then it just, you know, they they were top one game in the in the downloads chart. So this is all you need.
What's the estimated overall revenue? They do
2.5 is on a run rate around two two and a half a year right now. But basically if they made the mediation platform, it'd be closer to six.
They're better to call Felix.
I mean, you don't even need me to tell them that. Like it's just do it, you know, like.
But the thing is I I liked your point like if you take every third level and put it on a side path that's not off the beaten path. So you have to watch. So,
you run out of levels, but when you do, you can go back and watch rewarded videos to keep playing. Like, that's really clever.
I I don't think that was the the main point. It was just like extra content for just an ad.
Yeah,
that's the like that's the point, which is
Yeah, I can I can see that that that working because you can choose if you want to watch it or not. It's
it's not forced. And it's like so many memes and then the videos. I mean, I mean, we can see like why Brazil is at the top obviously, but still, come on. I could still watch this like for a long time.
I mean, when Yako was playing, that's I think that's one of the funnest moments we've had on this podcast. That was great.
Yeah, that was great.
Not a troll game.
Not a troll game. Not at all. So, some
Yeah. Applause. This is Yeah. Wow. Great game,
Adam. Yeah. Good for you.
10 out of 10 product. Definitely
10 out of 10. Yeah, this is perfect. I
was digging a little bit and then yeah, I found this this Instagram and all of all of the fun around the the level devil games. So, it was Yeah, awesome Cinderella story and also awesome level design. Yeah, this is great. So,
I don't think I can say anything else about this, but yeah,
that's it. That's it pretty much. Thank you very much. Go play the game. Enjoy as much as we did and have fun. Die, die a lot. Send some love in the comment section and join the Slack channel and see you see you next time. Bye.
Bye.
Bye. Ciao.
[music]
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Level Devil, a solo-developed mobile title launched in February 2024, represents a significant case study in viral organic growth within the hyper-casual gaming sector. By prioritizing a "funny-hard" design philosophy, the game utilizes "troll but fair" mechanics that transform player frustration into humorous, shareable moments. This approach has successfully fueled massive organic reach, resulting in over 35 million downloads and nearly 1 million daily active users within its first few months. The game’s rapid ascent is almost entirely attributable to creator-led content on platforms like TikTok and YouTube, effectively bypassing the need for traditional paid user acquisition strategies.
Despite this impressive scale, the title remains significantly undermonetized. Currently operating with a $2.5 million annual revenue run rate, the game relies on a limited ad strategy that lacks mediation and diverse revenue streams such as banner ads or in-app purchases. Analysts indicate that the developer is leaving substantial capital on the table by failing to implement competitive ad mediation, which could potentially double annual revenue to between $5 million and $6 million.
The primary challenge moving forward involves balancing aggressive revenue optimization with the game’s core appeal. Because the title’s success is rooted in its unique, high-effort level design, any integration of new monetization features—such as rewarded ads for side-path levels or additional ad placements—must be executed carefully to avoid disrupting the player experience. By refining these monetization mechanics, the developer has a clear pathway to maximize the lifetime value of a massive, self-sustaining user base without compromising the viral nature of the gameplay.
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