1 free read left. Create a free account for unlimited reading + AI research.
Create free accountI played [clears throat] this for 15 minutes and it just it doesn't stop. You can like you can continue upgrading. You you get farther. You you get more coins every time, right? You have like a coin multiplier. It just never stops. And oh, I need to do one more upgrade. And then you can see there's also like a cool animation whenever you you finish like let's say
one one full upgrade.
So there's all the upgrades. It's 4 a.m. and we're rolling the dice. M [music] drops knowledge made of golden ice with making those coins. Jacks worlds chasing the sky. [music] We're the two and a half gamers. The midnight crew talking UA ads and game design too. Mat Felix Shak bringing the insight. [music] We're rocking those vibes till the early daylight. Kua master eyes on the prize. Tracking data through the cyerspace skies. [music] Felix colors like a wizard in disguise. Jacks lift us up to the high. Two and a half gamers talking [music] smack. Slow hockey stick got your back. Ads are beautiful. They
like the way. [music] Click it fast. Don't delay. Uh-huh. Uh-huh. [music] Aha. [music] Okay. Real talk before we start. This episode is brought to you by Potencus. And if you're a mobile game publisher tired of leaving money on the table, listen up. Potencus is a premium ad network built by people who have actually been on both sides of this industry. Game publishers, agencies, successful exits. So, they get it. Here's the thing. Potencus has direct deals with Amazon, Apple, Coca-Cola, Vodafon. It's not programmatic. It's direct. Those budgets land in your game at premium CPMs. no middleman tax and they're handle everything with their in-house team in terms of the critics plus they've partnered with playable
maker wing. So they will take brands YouTube videos or static images and actually turned into playable ad or revert video proper interactive format built for gaming inventory brands getting a gaming native creative publishers are getting a higher CPMs everyone wins. Head to potensus.com to get started or check their creative portfolio in the link in the show notes. Thank you very much Potencus for sponsoring this episode. That's the whole point, right? to actually check something.
I mean, we can we can do the surprise episode like surprise, we don't have any flavors this week.
Yeah, surprise. And then we can go through the sensor tower and then just check. I tried once on the the creative trends episode. Didn't go that well. So,
I think wasn't it actually more than once? I think it was couple of times that you have been like going through Senza Tower in general, right?
We are going through Z tower anyway. Uh it's just like I'm I actually have like a lot of the stuff prepared because I go
through the the different videos but some like I think I think it was once like so what do what are we recording today? Creative trans. Oh really? Good to know. [laughter] Hello everybody. You are here already as well.
This is one of my favorite episode of the month actually because we're talking about playable trends because playables are important. And my name is Melanage. My name is Andre Mosberger
and I'm Robin Ker
and we are your
Rose. [laughter] Nice. Okay, good. This always goes well. When we did it with Yakub and Felix never went to Never We never did it properly, but anyway, it's fine. It's good.
It's good.
So, everyone is back from Mob Dictim.
Yes.
You know, Robin, you missed it obviously, but next year maybe. Yes. Yeah. We were just talking about like Istanbul is one of my favorite cities. So I really hope whenever there's the next event that I get a chance to be there as well.
Yeah.
And maybe maybe we can even record this
one day all in person. Like how great be.
Yes. And then like are we going like to do the post-prouction with all the playables or how are you thinking about this because you're going to give me way more work. [laughter]
I'm just coming up with the idea. Okay. You're you're about logistics. Yes, I know, I know, I know. It's it's actually a good idea. Uh, but we need definitely visuals because this is very important.
But also regarding Istanbul, we had the late ventures two and a half gamers in Google event one day before. It was a huge huge success for for us and we got already like very good feedback from the people that attended. So, we are absolutely going to do it again next year. So, you're all invited. You as well.
Okay, let's go.
Appreciate it.
Let's go. No. Yeah,
playables.
Playables.
I I mean, do we still explain what we do? Everyone just brought some playables to this episode and we're just going to review them one by one. No specific reason as to why it just caught one of
our attention. That's why we picked them. So, I guess for for those who haven't seen the previous,
just explain it. Just explain it. So,
I don't know if we still explain it, but that's what we do.
Yeah, it's fine.
I think I started last time. So, maybe mate, did you ever start or
I ever start? Yeah, I started the the one the the one episode before. I can I can do it again. It's fine.
Okay, let's go.
So, I have replay levels. No [ __ ]
I don't know how many I will have depending on
Okay. Okay. Okay. Okay. So,
depending on how much we will cover.
Yes. Uh yeah, there's always interesting. So, I have this one and I'm pretty sure it's you're going to be surprised because it's actually pretty good. pretty big game and everybody knows about Royal Match and I actually play their younger brother which is Royal Kingdom. Not really Royal Match but this one actually caught my attention. Why? Because it says it's harder than you think which brings me back a couple years ago when I
saw all the all the hyper casual games before and all these different headlines. But I also was like why are there these three guys here? And then what should I do? And they're like, oh, I need to save them. And then I realized like these three guys and the the similar concept was kind of done by match villains. They were always trying to save three characters from from the game. But here we are. Let's see. Ah, well done. Oh, really? Well done. [ __ ] Okay. I I didn't even realize. But this I think in my in my opinion this gives me pretty much everything I want in terms of the the royal match playables or creatives in general because I'm saving all of these guys. So I'm very familiar with the concept of like what's happening and I'm absolutely sure they are connecting this with one of their 17,000 iterations of Saving the King videos. So the expectation flow is
pretty pretty evident. But uh yeah, what do you think? I like it actually because it's finally something different from these guys.
Are these two because I haven't played that game for for a long time now. Are these two characters also related to the game or are there good ones and bad ones?
I have no idea.
Okay.
So, there's no story behind it. There's just three characters. That's it probably.
There's a animal which everybody loves saving animals obviously. And then there's a butler which might be reference to to Cardcapes or Austin from from
the only the only question I have since all of us here are fathers and I don't know how many of our listeners are but can you actually die in a ball pit of purple of colorful balls like it's not giving me the sense of tension there's no lava and no rocks you know so it seems like fun to be in the ball so why would I save him but no take it as a joke only but But it's it's a nice it's nice to see that there's no snake and no pet related
for
once. Yeah. Yeah. Exactly.
So to me it feels like this is very promising. It looks cool but it reminds me of Roio. I think it's angry blast or ball blast something like that because it's similar right? You have the physics based like balls going down. But what they do in those playables, the one from Roio, is you finish the level and the balls that kind of spit out of this level fall into the next level. So you kind of get that cool effect of, you know, the there's real physics involved here.
So to me, this one feels a little bit short also with all the playables, right? Like this one feels a little bit short. So, I don't know. Like, this could be, if it works well, it could maybe be a very good like stepping stone to making more of these like physics based playables and and longer ones as well.
I was expecting to continue, but then how would you kind of continue? Because I already saved these guys, so it needs to be literally like uh what you just
said
with the Dream Blast episode. In the games that I'm playing lately, I got a lot of the the other king, the red one,
not the purple one. And and they have got this you you play one level, second level, it's just got more and then you they are adding all the that you you cannot even continue because it's auto redirecting to the store. So I kind of much more like this concept that it's kind of one level
easy to understand.
Yeah, blast. I'm so sorry folks for messing that up. I've just so many app names. Yeah, this so this one I really like the part where you really see the physics and it has an effect from like one level to another. And I think that was also one of the main main things with this game, right? Is it's like real physics. So it's not simulated in a way that the balls always sit in the same place. Like every time you do this, it just they fall differently.
Yeah. And you actually need to do a little bit of or kind of solve puzzles
here and there.
Yeah. Mhm. Mhm.
So, but then you like the concept for for the the draw match.
I mean, I you can always add snake in there, so it's fine. You can always add snake.
Yeah.
Then I have
But but I like it in general. It was a nice example of very simple ad, very simple concept. That's that's that's how they used to make them.
Yes. Well, those are the those are the days I have this like
playable from I usually have at least if I'm not I'm not sure if you notice, but there's one playable that I always have from like the what the [ __ ] category and this is one of these like Okay, so let's see what what do we have here? So, I'm saving these guys for obvious reasons. I want to save people.
It's so funny like everyone forgot how to swim. Yeah, exactly.
They just stay there.
They stay there. And there are sharks, so well, watch out. They're also, you
know, freezing. So, let's see. I want more. Okay, so I want them to fish because they're starving or they're trying to piece themselves. I don't know if it's bladder or whatever. I have no idea. Honestly, I have no idea. No idea what's happening, but it is kind of builder something
resource collection saving these guys. Okay, come come on board. Come on board, guys. I need more. I need more of these. Okay, great. So, I'm now building and now I'm kind of redirected to the store.
So, the question is like what do you think this is?
You mean
because I play this and I was like, what is this?
I and then then I figured it out. But
it could be forex could also be like cityb building more strategy like
No, no, no, no, no, no Robin. I will just, you know, I will stop you there. It could be Forex and it is.
Okay. Okay.
And it really is because then I was like, "Okay, so what is this game? Wild
Water World like whatever does this mean?" There is this guy and then kind of all these Forex kind of looms and and stuff. And then I was like, "Okay, well, it is a Forex scale."
And yeah, I think it's just cool like the art style already, right? whenever there's just something which isn't like the the typical like Unity 3D like hyper casual look like
it it it does get my attention. So I do like the art style
and they started kind of scaling or scaling growing the the game by all these like random kind of assets and playables and and [ __ ] that actually is working in forex right right now. And I mean it is it is working apparently.
It is working.
But I was so confused of like okay so what this is and then again like like you said like it's it's these assets or these mechanics and building and saving and like okay well not showing anything else. It's like okay this has to be either forex or RPG or something and
like okay it is forex.
It is definitely forex. I had I had I had small percentage of belief that it will be like a 2D simulation of the Raft game. You know the Raft game original was very similar to this.
But
I mean I know you are new to the gaming industry but come on not that new anymore.
I mean that that's why I said like one percentage of hope that that this will be actually a different game you know.
Yeah fair enough.
Yeah. And so that's the the the what the [ __ ] category and then I have this one. You tell me you tell me what does this kind of reminds you which game and I am blanking on the name so I will I will look it up.
It reminds me of Metbox.
Yes, exactly. It's from
Pocket Pocket Champs.
Pocket Champs. Yes, Pocket Champs.
Yeah.
So, it is definitely from Pocket Champ at least this concept and then Oh, great. And now it's paper io. [laughter]
[clears throat] So I mean I actually yeah I like this concept because it really got my attention on the on the like first few seconds. It's like okay well great. And it it says it's paper IO too. So it's pretty much
it says it and in the beginning it's like they're not masking. Okay well this is
something else. They are actually saying like okay look if I if it's paper IO2 really just you know
and it's also here in the left hand corner it's there
logo so
this is very interesting how to catch your attention
I keep saying that I like this kind of twist I'm I'm a big fan of those I'm not I'm not fan of the paper IO games in general this kind of combinations like that this is creativity for me okay if there is not really new creative concept to think about. At least combine two absolutely random concepts and make something that
will, you know, catch my attention. This is This is great.
I was wondering here where the opponents are, but you just immediately take out the police on your own.
Yeah. Right away. I can I can do I was playing this actually for a little bit longer
before, but now I just got so much, you know, better in this. But actually, it's the same it's the same opponent from the from the beginning, right? So,
yeah. Okay.
Which is good.
Okay.
Yeah. Because that's the appeal to the paper IO, right? Is that you're in this this battle against each other. So, it's I was just wondering where the opponents are, but I see.
Yeah, I know. I'm too good in this game.
Professional at work here. Yeah, [laughter]
I'm so good in playing this playable, which is absolutely super simple, but still. Yes, this how it works. I love it.
Yeah, this this this one really was like, okay, and then then I I finished the first three seconds or 5 seconds on the hook and it's like even better. This is even better than I expected.
Yeah.
So, all in all, like three different creatives and three different really interesting twists for at least for me. And I honestly I loved the the Royal Match one little maybe a little bit more than this because it's something something different. Finally. finally something different.
Yeah. So M finished the last one in a way that he was very good in what that playable. Let me now share my first one which is
which you have played.
You will probably never see person more struggle than I will do now. And I played this playable for 100 times already. I still don't know what's happening there.
Wait, wait, wait, wait, wait, wait. Today's episode is brought to you by PVX partners. Developers now have a new way to fund their marketing. It's called PVX card. If you're scaling your gaming business and need more capital for UA, here's the deal. Your credit limit grows with your marketing performance. The higher your ROS is, the more credit you will have available. It's dynamic,
flexible, and scales as fast as you do. Just check out pvxpartners.com/cards and scale your UI with PVX card. again, pvxpartners.com/cards and get your PVX cards to scale your game. Thanks PVX for sponsoring this episode. Share. Uh just FYI, all my playables this month are Voodoo ones. I was just digging like what will I pick up. So basically I picked like okay, I will do three
Voodoo playables this month and the rest of them will be actually very good. And I'm not saying that the playable is bad. I just have no idea how to solve this [ __ ] playable. I I didn't until today after weeks I didn't know what this thing on top is.
I mean the the general concept seem pretty simple, right? You just you know this is the conveyor belt or how Yeah. Yeah. Yeah. And you just you know you are Yeah. you are doing things like when when you reach a moment
that you will eventually fill at least one full uh column which is I will not try to do the white one then the weird logic happens that it's basically automatically filling those that are empty and you just it's just I don't know I was I I found myself this morning trying to beat this for half an hour and I was just I still wasn't far further away than than I will be in a couple of seconds like it's just But it's it's it's magic sword pretty much
color sword
just yeah just with beads or whatever.
It's just much more complicated like finally finally a tagline harder than you think.
It is true.
It's actually like this is the promise they made and this is this is what I lived like this is I I mean and obviously you see how many times I was already redirected. So whenever you are already thinking that okay I finally ended this there goes another one that is filling it in and that's just like you are feeling like you're drowning with all these balls you know it's just
never ending
you remind me Yakoup who is really struggling with all the casual games and all these all these different things man like this is like for me this would be amazing this is my type of game this definitely my type of game
as a genre as as a genre yes but I mean I will send you the link after you will tell if you will able to actually finish it because I
I doubt I doubt.
I see. Yeah, I do it. Okay.
I also I also feel like this can just be like a strategy, right? You're like you're just very confused which might be an intent to be like is this game actually harder than I think and let's install it, right? So
yeah,
may maybe that could just be the part of it as well
because that's the challenge. You say like of course it's not going to be that hard and all of a sudden it is, right? So, but just to give you the comparison, this is another sorting game from Voodoo and I completely love this one because again I'm a fan of combining mechanics. So, this kind of pinball feeling or however you call this game in between, you know, where the balls are actually
dropping.
Yeah.
Plus the conveyor bay belt. Sorry, why I still call it bay. And all all in all, like after a couple of clicks, you know you know what you are doing. And it's even made in a way that you will almost certainly finish even even if you completely randomly you know just do things then you will eventually finish it. So this is a game that I like like I don't have to think about it just click
very very simple. Yeah, I think that's I think that's the trick, right? That's maybe also what what you mean, mate, with the games you like. It's like
it's very easy to play. It's just hard to master, right? And especially when you get like these these extreme levels at some point, like they become very hard. Like I was playing Pixel Flow quite a lot and you just I don't know, you find yourself being stupid with struggling with such an easy like seemingly easy game, but it it can get really hard. So, I think that's to me at least the appeal to these type of games. Yeah. And and for me, this this is the
most satisfying part. I'm not even paying attention to the image. I'm just really paying attention to the to the balls being
how to say it. So it doesn't sound the balls being sucked to that to that to that, you know, to that belt. So this one I really really enjoyed and and I did them on purpose as a comparison because this one is just really I had a feeling of satisfaction just by playing this and just watching it while the the first one was kind of for me I don't know I had weird weird feelings for the first one that I'm kind of missing something or you know I'm not being good enough for this world or whatever you know whatever feelings that you might get from it. And the last one is my absolutely favorite this month.
Oh, really?
Because for those that remember Dangerous Dave.
Oh, yeah. Oh my god. Oh, yes.
That's what I actually Yes. Yeah. That's what I actually was very excited about as well.
Yeah. I mean, of course, it's not one to one to Dangerous Dave. It just have
these feelings for me that that I kind of see it there. I don't know if it was the intention or not. I I guess it was somehow.
You think so, man? Dangerous Dave was the first game I added into my uh newsletter as as a as a like a game that I like because that game was like super hard
but it was super fun.
Yeah.
And I was like, "Oh my god." Like like really like one of the best games I've ever played. Seriously. The the the funny thing is about Dangerous Dave is that just when I was reviewing this playable, I remembered that I never actually finished first two levels of Dangerous Dave.
Really,
it was so hard. I mean, or maybe a couple maybe a couple. It was It was really really hard one. But you see that kind of mechanics of these rooms and everything.
I think number two was the one that I was playing the most actually.
Dangerous Dave in the Mystery Mansion or whatever. It was the same thing, man.
Yeah. Yeah. Yeah. Yeah. Oh, actually,
you can actually play it.
Yeah, you can. Yeah, you can. Yeah, I played it. You can.
Is this Is this the gameplay flow as well of the real game? Like not the Dangerous Dave, but
it's very similar. It's like
simp. But it's Yeah, it's a little bit simplified.
It feels like it's like uh you know, it used to be more popular. I feel like Fallout Shelter and stuff where you had all this this different rooms and then you had to like manage the the well, the shelter. Like if if you go back then you can actually play it.
Which one you mean?
Yeah, this
you mean dangerous Dave. Yeah, but I was just looking why it was giving me this and all these, you know, rooms and letters and all this. So this is the part that was like evoking me all this and even the
the enemies like kind of zombie/ creatures, right? So you know these little old lady throwing knives always. Yeah. Always got me, man. Always. Oh my god. Yeah. Yeah.
Oh, I'm definitely I'm definitely going to play this.
But I was probably I don't know maybe 10 years old when I was playing this. Maybe. I don't know.
It was It was
very young. Yeah, but I remember.
So, I love this one especially for the feeling that it gave me and for the reminiscence of of of old times.
Old times. [laughter]
Yeah.
We are getting old. We are getting old. It's okay. We can leave with that. It's fine.
Okay, Robin, your turn. My turn. All right. So, I will start with a playable that is again a pixel flow one, but
it's sushi.
This was almost in my choice because I've seen this playable 7 million times already this month
and it's it's amazing.
We're using it in video as well and it's it's working in my opinion really well. Why I like this is it's just exactly like Pixel Flow. Nothing new in terms of gameplay. It's just sushi and you're in a restaurant right now. So,
it's just amazing to see that in general, right? It feels like there's so many like playables in games where it's just like I know this from that game and oh, they just changed the style or they did this or they made this adjustment
or they combined two mechanics into one game. And
yeah, this I think is a really good example. And then there is also the how do you say the resemblance of Dave the Der. I don't know if you played that one. It was
super popular game also. I played it on the Nintendo Switch and then you had like Sushi Chef which reminded me of the chef.
Yeah.
I I'm not sure. I think it's a very long playable as well. played it for a while and then every time at some point I just failed because like the sushi you need is somewhere down there and the ones they request is uh is not the one you can get to. So at some point I feel like you should fail, but maybe I'm just not so good. Maybe I didn't pay enough attention to it.
It's done. No, I was actually playing it yesterday because I was recreating the
same playable in playable maker. So we will have it next week basically done. And the funny thing is that I was trying to lose here and it's it's just done in a very nice way that when you feel that you almost are close to losing, you you never are. It's very well balanced and everything is just made very very nicely here.
Yeah. I the only thing I didn't really understood was how do you make for example this one? I don't know like I just assume it's the yellow one so it is. But to me like the the transition from the ingredient to the actual sushi was maybe sometimes a bit confusing. But
exactly the I I was not sure about which one like it took me a moment until I realized that the rice triangles are actually the thing that the people are requesting and the yellow ones are the yellow ones. It's just not matching properly the the images. Yeah.
Yeah. Anyway, so yeah, I just thought very cool example of
of of taking an existing mechanic, right? the pixel flow one and then they
just turned it into something completely new.
Yeah.
Then I have a playable which was probably the longest playable I've ever been able to play.
What you do this one
very simple tap to start.
There's a slingshot. You slingshot your car. It travels the distance and however far you reach that's how many coins you get. And then with the coins you do upgrades, right? So now you get the coins, click next and and then you upgrade the stick.
And you know like who is really good with live ops? Kinoa because most mobile games leave serious revenue on the table and it's almost never the game. It's game ops. So Kinoa is here for you. It's system for mobile games, flows, live segments, inapp messages, push AB
testing, all in one place. You know, go there kinoa.ai, book a demo, see what your game is already leaving money on the table.
I played this for 15 minutes [laughter]
and it just it doesn't stop. You can like you can continue upgrading. You you get farther. You you get more coins every time, right? You have like a coin multiplier. It just never stops. And oh, I need to do one more upgrade. And then you can see there's also like a cool animation whenever you you finish like let's say
one one full upgrade.
So there's all the upgrades. Then I didn't make it that far even. You can also reach new cars. I'm not sure if that's part of the playable,
but look, now we have slingshot level five. We upgraded once more. There's like animation that now it's a new rubber slingshot
and then it's the same story again.
Yeah. Okay. And then you play until
forever.
What I did because I was quite curious. I took the source of this file and I put it into CL. So, and let me see if I have it in here now. And I asked Clot, can you make this playable for me, but then start with 5 million coins? Sorry. Now sudden we had to sleep.
Now we have 5 million coins.
Only five.
So now now we have 5 million coins and we can just continue to do the the upgrades. And I like even just doing the upgrades because every time there is this animation, it took me so long because every time you need to go through this animation whatever. So I was just clicking and then at some point it just reached to such an extent that the upgrades were also costing like a few million. So like
oh it's a never ending playable literally
and it's insane to me.
One thing one thing though because
obviously you would be limited by by file size at some point I would guess right. One thing that did happen even though now the car is like way more upgraded and even okay let's do the slingshot a few more upgrades you never really make it much further into the world so it's not like you're going to like instead of going 100 meter you go like 10,000 meter and I think that's the technical limitation right where
that's the cap
that's the cap where otherwise you need to generate like a new world a new assets for displayable so
well you know Robin they kind thought that when you will like it, you will install the game and not redo it and close just for your own pleasure.
So, obviously,
there you go. Come on. Like, you're going
Yeah, but it doesn't Yeah, it's but it's not much further. Like you go like insane amounts like
Yeah, but you first try it was like six six like six. Yeah. Yeah, this is
one thing also when when I was actually
playing the first time the the legit one, the not the non cheating uh try
it. I think it was 5 minutes until the CTA popup appeared. So, it's like they just
Okay.
I don't know like you can just play this game or this playable and uh you can play for five minutes which is pretty insane to me.
Yeah. So, that was cool. I also have some hunch that this one was AI made. I'm not sure, but I don't see any loader or anything like so maybe I can check that out actually with looking into like the the source file.
But what is the game name?
The game name is
What's the game?
Car car evolve.
Okay.
So
yeah, Evolve
and there was there was similar playables with airplanes. Do you remember those?
Yeah, [snorts]
we talked we talked about it on the podcast. You
and I think
this is nothing new, right? I think
Quali even like had like jetpack jump back in the day. And so there's there's definitely like there's nothing new about this. Just the
extent of the playable was pretty insane to me that felt like it was a full game.
All right, then for the final one. So, I have a few guys. Sorry, I I did something again.
This one we've seen Last Asylum, right?
Yeah.
I was just looking at this one. I was like, "Hey, we already like I already did a Last Asylum one like a few episodes ago."
Yeah. Yeah. Yeah.
But that one was different because that one was more like like a rog like gameplay.
Yep. Now we have this one which is more like I don't know like the
the player style game play.
So then I just started looking into last asylum itself. So bear with me the next level.
Oh
here we have tower defense. So here you the rats are coming. You can add the patience and oh yeah so they get better and then they start fighting for you. So, you kind of have the So, typical tower defense, right?
Let's just go over it for a little bit.
Yeah.
It also has the feeling of uh what is it? Kingshot kind of. Absolutely. I mean, they're the competitors, so come on. Like, it's
Yeah,
it's going to be whatever they are doing as well.
Next one is Rogike. So, this is the one we've already seen in in the in the other episode, right? So here
you just have to run around and the rats are coming and like it's missing the the the like every level you get like a new upgrade to pick.
I I don't know. It's it's not
really rog like but more like rogikeish than the other ones.
Yeah.
So this one we've already seen.
And then finally they also have the
4x type of
game play as well. And I I've seen this game come by. I didn't play it myself yet until until I was looking into this and I was like, "What the hell is this actually? Is it Forex? Is it broke like base building?"
So, just going over all these playables made me so confused.
Um, it made me so confused as to like what is this game exactly? And I think in general it's just a very good example, right, of seeing that like yes, you can try different like things in your playbook, like different styles like I don't know like save the king or or save the the animal or do something like that, but you can also just do like completely different mechanics and that also seems to work as well. So even though like this might not be so close to your core, like everything we've seen, there is a little bit of a base building mechanic in it.
There is a little bit of a Forex mechanic in it. So all of it is is true to some extent. There is a little bit of each mechanic in the game.
It's just that with this playable or with these different types of playables, they're trying to attract different types of users, right? So maybe you're more of the base building guy, which is in there,
but that's not the whole game. but we attract you through the base building playable. And then maybe you're more of the Forex guy, but you know, which is in there as well, but we attract you just through that playable. So, yeah, I just think it was a very cool example to kind of see like four different mechanics for exactly the same game. and their like creative department is definitely doing a great job because they launched the game with like 10,000 creatives which is amazing. right now. Their top day in terms of revenue was like I think September is like $100,000 per day and
definitely closer to million I think and it's going to be still kind of growing and let's see because they also I hope listening to this podcast because before I was bitching about their playable strategy because it was like five playables now it's,300 1,200 in the last year.
They're doing a lot. They're doing extremely. Yeah,
it's extremely good. Extremely good. And if you're looking,
you mentioned that their biggest competitor is Kingshot. So, who's winning? You would say
Yep. Still in numbers, right? Okay.
Yeah. Yeah. Yeah. You can you can do a comparison.
I Yeah. I don't know which one. I like all of the playables. I think all of them are also like really good in like how they're set up, like how the progression is. So to me, what it seems like just like analyzing this is like they have this
playbook of like what needs to be in a playable, what makes a playbook good, right? It's it's the it's the hook, it's the progression, it's the reward you get at the end, it's the the physical, let's say, or the visual
like juice that you add to the playable as well. and then have something like to send the users to the store. So it feels like they just have this playbook which is working well and they are able to apply it across like different mechanics and across like different settings. So yeah, this is really when you when you go from like making playables just from ideas to going to like full-blown operation and having like everything like laid out as to like how you should do that.
Yeah, I would say King is making 4x more money than last.
Okay. pun intended. No, it's it's it's way bigger, but still they are at least they're trying and they're growing. So, it was a very big and successful lounge for these guys. Obviously, it's not nowhere near what Kingshot is doing. But
still, I am going for some inspiration to Last Asylum just because they're doing exactly what we mentioned like all the different ideas.
Mhm.
And really executing. So what's the what's the road there from you as a creative person? Like you already have 10,000 playables. What's what's the next step? Like just iterate on those and create 20,000 and just different different
20,000. You don't really need 20,000. I let me check where where they are actually spending their money.
So now when I don't know Halloween will be coming, you will risking the half of the playables to Halloween and
last. Yeah, I don't think last time actually needs that since the the you know the plague doctor is kind of Halloween theme already.
But you can you know
but you can Yeah, you can you can you can you can but
I am not a very big fan of you know Halloween and seasonal creatives in general. Yeah. Because I I've seen it really doesn't work that well.
Mhm.
But yes, that's one of the one of the ways how you can actually expand. But they are doing all of these RPG/rogite survivor IO types of different different playables which is great and I don't think they need more than like 10 20 concepts.
Mhm.
Like unique ones honest honestly. It's that it's one is coming up with all the ideas, right, and making the iterations and then and then going live and then the second thing is that going live, right?
Like how do you expect the network to be able to test 100 different playables and how do you analyze that and then get that, you know, make that into something like sensible like feedback as to what's working well and what's not. I think you know that's there one is the production and then everything after
finish the game and I'm I'm waiting like this guy's angry on the queue.
Okay,
sorry.
Oh, there we go.
There you go. Okay,
you just just ask. There it is.
Learn more. Learn more is a pretty interesting city. I've never seen that one.
Yeah, learn more and you go you go straight to the store.
You go to the store.
Lesson learned, you know.
Yes. Yeah. Yeah. Exactly.
Cool. So, yeah, that's that's what I have. I also tried I tried to do something different. I tried to filter on just Asia in sensor tower and I was thinking like maybe we have some sort of like special part where like everything is completely different. It was not like
playables that work well they just work well right and I I you know there was no big difference in like filtering on Asia or filtering on Europe. [clears throat] I guess the major companies are just
the ones that we are already talking about on a monthly basis right now. So,
exactly.
Yeah. I mean, the I I it's it's just a gut feeling that I have feeling that the family drama is just slightly more in those Asian playables, but that's just
the only difference I saw like, you know, like, oh, getting dressed for the mother-in-law and making the choices and all this stuff. It's it's a little bit more present there than in Western markets. But, as I said, maybe just a gut feeling. Yeah.
Yeah. I'm not sure. Like I when I when when I had the idea, I was expecting like, oh, now we're going to see like anime playables. No, man. Crazy little there's nothing nothing like that, right? It's
if you're looking at videos, maybe that's a different topic. But in terms of playables, their mechanics, and you have the game, and it's like what else you're going to kind of
Yeah.
change. On the other hand, I would expect the playables that working better in Asia to be harder and you know more, let's call it grindy rather than just the the western versions because that's how you know they like their games. So
that's the only thing that I would say like the difficulty would be different but the visual style not really. M
but there's also companies that
specialize in making making games like fit for the Asian market. And it's not so much as just doing like translating like you know CTA from like download to whatever it is. It's it's also about like I I spoke to one company and they're changing like the whole store page. So they do like custom like icon like custom screenshots and everything to appeal more to the Asian market. So I was expecting like maybe there would be something like that for playables but again I didn't really find that
man. One major army my my other game is like second biggest country country in the in the revenue is South Korea. Did anyone say web revenue? Oh yeah. This episode is brought to you by Fastpring the no drama D2C partner that's been scaling with mobile publishers for over 20 years. They're fast growing, profitable, and seriously reliable, which is more than you can say about most vendors in this space. Anyway,
whether you're launching a new web store, replacing your current D system, or adding a backup plan, Fast Spring is here for you. Visit fastspring.gg to set up your web store today. Fastpring.gg. Hello, Fast Spring. Thank you very much, guys, for sponsoring this episode. There's no localization. It's just hard as [ __ ] And I only thing I did was just translate the the Google Play Store to Korean language and it works because I mean the visual kind of art style is appealing to kind of Eastern audience, but still like it's the the mechanics are more important. That's what I found kind of.
Yeah. Yeah, that makes sense. Cool. So, next time do we do a Halloween episode because you like those playables so much?
Yeah, we can. Yeah, we can actually we can we can go and and you know check all the all the Halloween types of playables. level would be kind of
interesting to see like if actually those scaled and how long were they live actually
because I think I only only remember one video which was like golf clash and it was on one of the Facebook summits which was like seven years ago or something and they were showing the case study of oh my god you should always do seasonal creatives because look golf clash they're running Halloween for a year I was like guys that's a very big outlier I've never seen anyone else actually doing this. This one company you're saying
you should do it. Like come on.
I remember I remember when I was UA manager in my in my early days at Shard Boost and then I reached out to this customer and said, "Hey guys, I think there is something wrong because you still have this Christmas play or this not playable video at the time. You still have this Christmas video live and it's like July and they're like, "No, no, no. This is our best performing video throughout the whole year."
Yeah.
Why not? Why not? Yeah,
I know. I mean that was the the case for Golf Clash as well because it was just
performing better than everything else. But
saving freezing Santa. Yeah.
I from like I know seasonality like the feedback I've always got from from customers is it either works really well or not at all. And I know also some some companies do a really it's not for them about the seasons, but it's about like what's happening in the game, right? So it goes hand inhand with the with the live ops. So if there's an event within the game, that's also what you're seeing in the ad like there's I don't know like this month you can get like special prize or new battle pass. And I think if you take it to such an extent, maybe it's more interesting to kind of see like how you can align your ads to be with your life ups. But that's a completely different topic.
Yeah.
Okay. Let's see. You can surprise us next month.
Yes. Exactly.
Awesome.
Cool.
Thank you guys for for listening and watching the the playables. We're going to be back next month as you've heard and you should go and check the Slack channel and also comment under the YouTube video if you like these
playables or if you have any other playable that we should definitely check out next time. Thank you guys.
Thank you guys. Byebye.
Chow chow. We
The hosts' monthly playable review argues that a playable's hook can mislead: "save the characters" framing and survival premises often mask deeper strategy mechanics, and playables that keep escalating tend to push users to the store too early. A single, clear level with real physics can make a strong ad, while simple controls that are hard to master tend to hold attention best. Familiar mechanics re-skinned or blended across genres recur throughout, and nostalgia for older titles such as Dangerous Dave can make a playable stand out to reviewers.
The discussion also covers endless playables, including a car-slingshot upgrade game that can run for many minutes, with the caveat that world size practically caps progression. Last Asylum's varied output, spanning tower defense, roguelike and base-building formats, illustrates the argument that different mechanics attract different user types while following a shared playbook of hook, progression, rewards and juice that drives funnel performance. The speakers note the company's strong creative volume, around 10,000 creatives, and its growing revenue, which remains well below that of Kingshot. They conclude that Asian playables may differ from Western ones mainly in tone and difficulty rather than visual style.
On regional adaptation, the hosts found that Asian-market advertising often goes beyond translation, with one company customizing store page icons and screenshots for local appeal. By contrast, they saw little evidence of playables being localized beyond translating the store listing, and they concluded that gameplay mechanics matter more than localization.
Seasonal creative formed the final theme. Golf Clash's long-running Halloween playable was presented as an outlier, and an anecdote described a Christmas video that kept outperforming in July, showing that creative timing can behave unpredictably. The conversation suggested seasonal ads work best when aligned with in-game live ops events, a topic the hosts deferred to a future episode.
Two & a Half Gamers · 2024
Comments