I was not trying to fill this quest and I was just rotating in the middle of the parking lot and doing some spin-offs for like Tony Hawk and [laughter] stuff like that. But so there is kind of this free world aspect. You can you can you don't have to continue and just Yeah. Yeah. And even the physics is like the character is literally just you know uh it's very simple. I like it. It's very [laughter] 360 indie 360.
Yeah. It's 400 a.m. and we're rolling the dice. My day [music] drops knowledge made of golden eyes. Felix with ads making those coins rise. Jack up designs worlds chasing the sky. We're the two and a half gamers the midnight crew talking [music] UA ads and game design too. Mat feeling shak bringing the insight. We're rocking those [music] vibes till the early daylight master eyes on the prize tracking data through the cyber [music] space. Feeling stacks colors like a wizard in disguise. Jack crafter realms lift us to the high. Two and a half gamers talking [music] smack. Slow hockey stick got your back. Ads are beautiful. They light the way. Click it fast. Don't delay. Uh-huh.
Uh-huh. Aha. [music] [music] Even better. It's crazy crazy days for me. Hello everybody. Hopefully crazy days for you, but crazy good because we are back with your favorite episodes. I mean, we call it playable trends. I'm not sure if that's correct, but I don't care. My name is Mart and Mosberger.
I'm Robin Cer.
Most mobile games leave serious revenue on the table and it's almost never the game, it's live ops and game ops. Kinoa is the AI operating system for mobile game operations. Flows, live segments, inner messages, push notifications, AB testing, all in one place. Real time run by the operators who actually own the numbers. No dev tickets. K first pulled
plus 43% Arab play studios plus 31% revenue on Tetris block party. Same players more revenue integrated ours. That's Kinoa. I personally invested as well. Thank you very much for sponsoring this episode
and we are okay for good. Very very good. And we are going to talk about playables. Yes, it is playables. I just released a brutally honest report and it's pretty much people responded that 40 to 60% of the creative spend is pretty much playables which makes sense
because
should it like change over time? It should be more
one way or the other. Should be more.
Yeah, it should be more
uh eventually. I think it was like 30 to 40% last year when I asked people in my newsletter. Now it's six like 40 to 60
again. I think it's quite normal since up is growing, mint integral is growing, SDK networks are growing and pretty much
we start talking about playables. So I mean
quick question from non newa person. Does quantity of playables go hand inhand with the spend or irrelevant? Okay,
it's also why you see playables take over video slowly, right? just because
the volume of video output is still so much larger but
with AI and new tools and it should at some point
yeah I mean
we should reach this 50 50% point
because I'm checking these for example for this month you know I have got my own like stuff that's playable that made me play stuff like that and I always check the number of creatives and for example one that I will have this month is that there was like 1,300 new creatives for this game
and I think 30 was the playable so that's what is like that's less than one first time or something like this really low number
then I think the game is spending more money outside of Applavin or maybe just like Facebook Google and then the actual social networks in that case ever since
I've al I've also noticed that when we prepare for this right we go over sensor we look at all the playables
some playable HTML files for example Pokémon Go has a few of them where it's just an end card as an HTML where it just says like you know store button and you click on it and you go to the store. I really wonder if the HTML is being favored by the network algorithms
and maybe that's why they're using like an HTML which could have simply been a GIF, right? It's just super simple. So this is what I see quite often. I'm very curious about that.
Isn't that like the the latest upavin move anyway? like you can have only a JPEG and then they translate it or transform it automatically to a playable which is only a button and that's it.
So I mean I would say like this is pretty much the the same thing.
I've seen I've seen many of them. I thought my my idea was that this was uploading AI creating displayables but maybe Yeah. Who knows?
Yeah.
No, because now you only need pretty much an image and then that translates
automatically to like interactive event card pretty much which is HTML
file. So yeah, I mean AI and playables. Oh wait, I'm playing around with it quite a lot in the last couple of days, you know, Andre and
I will touch it as well today.
Okay, nice. Because I think I I have like I prepared three playables and one wild card because why not? And I think 60% of what I'm going to show you is made by I and we we need to discuss it. But
that's the thing. You never know. But that's, you know, that's we'll we'll talk about it and after this advert, you know, I don't know. [laughter]
Okay. So, introduction. Sorry guys for keeping along, but
this is what we do. We talk [laughter] about playables. This time, the same thing. We will just show a bunch of playables that we liked or something interesting catched our attention, but there's a twist because Robin will be the one starting, not me. So [laughter]
big surprise.
It's a big change.
What we
you see here, we're we're all creative people and the most creative idea we had for this episode was to switch the order in which we
present the order. [laughter]
Yeah.
Yeah. Well, that's that's enough. That's okay.
That's don't forget to
like and subscribe.
SL and and don't share the sounds. Don't share the music and just be
silent. Yeah. Yeah. Of course.
All right. Then
let's see.
Let's see how it goes.
Go. Let me refresh it. So this is Wool Crush
and it's from a developer. They are called Atrassen Play from Singapore. I'm not sure if this game is published by someone else. The the game is very popular. What I liked it's just we were doing all the popular things at once, right?
Yeah. Like so all the concepts at once.
We have all the concepts in one. Here we have the the popular like arrows concept. Then we have the popular mechanic of what is it called like yarn
based game play.
Exactly.
So what you do is you take out basically the arrows and they translate into a yarn and then it's uh in this case it's how do you call it oning the drag? I don't know how you call it.
Anyway, it's
wow
it's everything at once, right? And I just I just love that this is the prime
even the even there's the the ice pretty much feature or whatever.
Yeah. Like this is the prime example of me of like this is ads today. It's like it's just mechanics. Everything is in there. This is actually um true to the gameplay as well. So, what they've done is they've basically looked at like had a spreadsheet probably with like, okay, what mechanics are popular right now and then just put that all into one uh title and it is I think it's a success. I think I like playing this. That's why I picked it. Uh it does a lot of things, right? I Okay. I'm not sure if you need
to save the cat as well. If that's also part of this where we now have yarn based mechanics, arrow mechanics, and also save the cat all in one.
Yeah.
Yeah. But the bunny got kind of ignored. The bunny is there like just on the right side.
Yeah. Yeah.
Yeah. It's chilling.
It also has this I don't know if you can. Okay. Let's see. Okay. So, yeah, the cat and then it explodes into ice.
Oh, okay. So, I guess you have some time. That's a delay. It did. It did try to send me to the store a couple of times. That's why you see the banner. It also does this wool crush letters here in the background which just goes, you remember from like back in the day you had like this DVD icon and then it would go around the screen. It does that too. I'm not sure if that adds any value to this playable.
Just I like seeing this one. It starts with this and then from there you just start
the the game is also like one year old. I thought it's quite new but no I'm just
looking at the numbers and it peaked in February when it made like 50k per day. Now it's anything bit like 20k I daily. I'm absolutely sure like there's a big ad revenue element in this. Oh boy. But yeah this is this is quite old actually. I
I just found it interesting that it's everything at once.
Yeah. Yeah. Yeah. No, of course. Yeah. It's pretty much a Frankenstein.
Frankenstein.
That's exactly what what even I keep telling people like just look whatever is there and combine it and as much as you can like
put it all together.
Yeah. I mean in this case, yes.
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 fastpring.gg to set up your web store today. fastpring.gg. Hello fast brain. Thank you very much guys for sponsoring this episode. I used to follow a course for game development u which there's a lot of overlap when you're building apps and one of the recommendations they give is if you need to come up with an ID take your spreadsheet take different elements and then see what's happening right now so one would be mechanic one is like art style one is color right one is end card for for playables
put them all into like a spreadsheet of like what's the top 20 right you can you use AI for this obviously at this
And then from that come up with like hey what's working well right now and you can make a game or in this in this case again a playable based on that and it's a more let's say scientific way about just coming up with new ideas and I think it's the same goes for for playables as well.
Cool. That being said let's move on to the next one. And for the next one I don't have one playable.
I have a few. I just want to show what I saw
which was
an abundance of playables amongst non-gaming which include finance apps, social apps, AI apps, cleanup apps,
and also Dualingo. I see dual apps are doing quite quite a good job and let me
So you are the user that finally cleaned up his phone. Oh, Triumph. Kudos to the guys. They're listeners of the podcast and they are amazing team. So,
super simple playable. You open a pack, you get a price, go to the store, right? Simply made probably, right? You can make this uh probably with AI now.
Mhm.
But just one example. I love the Pokemon or like the Pokeball logo, which is obviously not a true Pokeball logo, but I can clearly see I can clearly see what's going on.
The second one I saw is Indeed. So Indeed is if you're looking for a new job, you can do so on Indeed. And they have Flappy Bird.
Oh, nice.
Indeed edition. [laughter]
And then at the end it tells you there's a relevant job for you. Try it now. senior data scientist. So again, super interesting to see like a gamification of a non-gaming app and then how that translates into playable. There's more. This app is a cleaner app, cleaning app. I think they're especially popular on Android.
And what you do is basically it connects
you to your film roll, I guess, to your photo library. And then instead of going over your photos, you can basically do like a Tinder type of model and you can say, "Okay, I need to delete this one,
keep this one, delete this one." And by doing so, you kind of clean up your phone. That's the actual app. And then again, this is the playable for that.
And then just the final one. This is Poly Market. And here you have to
choose whether it's going up or down.
This is clawed 100%. And even the one even the one before even the one before was for sure. Yeah, it seems like with this one they didn't they forgot to prompt to also make it responsive because I'm on the browser now and it's it's it's showing as a mobile view
which is fine.
But super interesting to see. I think for most of the ones that we have seen also the Flappy Bird, right?
That's a Yeah, that's that's that's quite
this is it seems to me like all of this is done with AI or some super simple engine or something like that. But to
me, it just really stood out this month that when we were doing kind of the research for this episode that I saw so many non-gaming apps suddenly in the playable list. So that was just super
Do you know what this reminds me of? The one that we did I think last year for Snaxy
the catching catching falling items. Yeah. Yeah.
Catching falling items from the sky. From the sky.
It's not been even like a sudden. It's this is there for for example the Tinder AB. It was one of the first AI playables that I made was exactly in that style of just picking a character instead of of uh you know you were swiping left and right. all of this like it's it's pretty I like the indeed idea that if you are unemployed you probably have time to first play a game and then find a job but
but other than that it's great
it's just to me it's interesting as well if you would have told me that Indeed needs a playable like a year ago I would have said that makes zero sense right they need to be on
they need to be on like Google ads they need to be on like LinkedIn they don't
need playables for their app that's what I would have said back then like maybe two years ago
where like which ad network did you see this on
or
I think this was on Applovin. Yeah, I think most of the playables are on Apploving.
You need to everybody comes I want to be on uploading. I need playables. That's just the mantra and that's just that's just how it is. And this is I would say may okay maybe two three years ago maybe but a year or two years ago already that that's my favorite example is the Teimu like Teimu is having penalties puzzle games. It's absolutely irrelevant. It's just a game of catching your attention. That's it. If this doesn't catch your attention, somebody else will with some other crazy stuff.
If it's freezing families or flappy bird or whatever it is, right? So,
well, I saw freezing families and I I said no.
I said froze.
Yeah. Yeah. Yeah.
I also wonder like what's next now for these non-gaming apps, right? Because now they're figuring out some things with cloud with AI. It's easy to make it
playable, right? It's it's not anywhere near the like
five or 6k like playable production that we have in gaming for like super high-end playables. Like
yeah,
will this be enough in the long term for them or do they need to develop as well and make like cooler non-gaming playables? also very curious to see how that will
you know what I think it's going to happen if you have a playable for indeed for example where you simulate with with LLM the actual interview process because I see this like we we talked about this game which is anime playable and we worked with status and there is like so many other games apps that are actually working with LLMs and it's like pretty much like you playing the game which is an app but you are creating content pretty much talking to to AI and I can see like okay so you you this is the first part like okay well you landed an interview and then you actually interview and just type your answers and
you actually inter you know like talk to the AI and then suddenly it's an actual interview I mean potentially but the idea I mean I would I would I can see that happening
yeah and all the you know you remember the topic I think we called it on boardings, you know.
Yeah. Yeah.
Just having some sort of basic question. Are you looking for a job? Yes. No. Two, three questions. That's all playable. That's, you know, that's
question. Yeah. Yeah.
Yeah. Questionaire. Yeah. Yeah. So, that's that's exactly but but mini games, I think I see it even in playable maker. The most simple, you know, templates as M say like catching some sort of item, stuff like that's really that's it. That's all you need to know. That's all you need to use there to go to uploading, catch the attention, and you want something else than just an simple end card. And that's this is what you will start. So
cool.
Yeah,
because with with apps the it's the conversion I guess is of course important but it's more about like detention rather than just downloading or whatever. It's just because for games obviously like
different playables will give you different types of users and and KPIs afterwards and you eventually you need to kind of get payers. Here it's slightly different. And so I like it doesn't really I guess I mean in my opinion it doesn't really need to go that deep in terms of the playables but potentially that may may change quite quickly if like if it's saturated too much.
Yeah.
Yeah.
I think so. And I think that's also the thing right you see like the Flappy Bird is basically the same as the uh like the finance app as well right is also kind of like doing that. You have a lot of these like catch playables where you just have to hold the basket and just go left and right.
That's it.
At some point you're kind of like, oh, I've seen this 100 times with a different logo, so it's it's going to saturate soon.
I guess it depends where the ad actually catches you. Like if you are playing a game where you are super, you know, into the game play and then it's interrupted by this mini game, probably will not
play play it. Sorry. But if you if you are doing, I don't know, some logic game or something, I don't know. said, "Oh, I will play this cozy little catching item game." As you know, you know, I can see some sort of psychological there. But, uh,
and the good thing is everyone understands how Flappy Bird works, right? You see it. It doesn't really matter. Like, you can just be playing a hardcore game, an easy game, like a casual game. You just see this and you already know what's expected and you
you can just start playing. Um, all right. For the next playable, I'm not sure, guys.
Yes.
Have we already done this?
Ah, Hero Wars. I don't think we we talked about Hero Wars, but not in this. Yeah, not in this.
Not in this format. Not in life. Not in this life.
I like this one a lot because there is a lot of things going on. Okay. So, the mechanic is simple. You uh Oh,
you click you click and you you can just walk around like this, right? So, that's like super simple. And then from here, you can really make the decisions. As
you've already seen, I came across this guy. His level is too high, this monster. Um, so now I'll go to level one. I get his points and now I'm level five. So now I can beat level three. And I just like this design because it's so open. Now I can be like, okay, I'm eight. I can try 32 again. I will lose. So it kind of gives you this freedom to just do like trial and error. And obviously it makes a lot of sense as to like what is expected. And it is quite linear in that way. Um, but it feels like there's a lot of things to do, right? Like I'm I'm thinking about like at some point I'm going to get this like 70 chest. I'm going to be better than this 300 level 342 level goblin. I guess I save her. I get an extra armor piece. Now I can decide, do I continue this route or do I go back to to him because he beat me before, so let's just get rid of him.
I I don't know. To me, it just felt like proper game play where you can make decisions. I really admire the Hero Wars creative team and like what they've done
throughout the years going from like completely fake ads. I mean this is obviously al also quite misleading but still I mean the their journey from where they started a long time ago which was completely well this was like pin pull the pin kind of misleading ads before and now well they had also the tvers with also with numbers but now like this is like amazing like
it's actually like full miniame or whatever you want to call it.
It's just never ending also and you can do so many things.
That's the same thing here. It it just feels to me that wherever I'm going like the choices I make that they matter to some extent, right?
You can read between the lines and you understand like okay, you know, you cannot die because you don't lose lives.
Obviously. Yeah.
But at the same time, it just feels like, you know, I now need to finish this, but there's still this chest, you know, the one I talked about before. So, I still need to stay in this game, stay in this world, and go back there at some point. So, to me, this was a very nice
playable. I think it also looks nice visually. So, there's a lot of good elements in here that that I really enjoyed.
And
yeah, I like this ones. And there are quite of I would say even millions of variations of [laughter] these. And
yeah,
a lot of them ending after like one click or you actually die because there's eventually the biggest enemy, right? The first one. There are only two things that I kind of dislike. Like we are just talking about of course I like it, but the thing is
you can dislike the the playable. That's okay.
That you cannot die. No, I like the playable, but I would add the element that you can actually die.
Yeah, exactly.
Because in videos in videos you can actually die and then you go back to the to the square one and then then you go Yeah. like repeat and stuff like that.
And the second part is that even though you say that you have the freedom, I think it's pretty scripted because if I do the simple math, I know exactly where you need to go and you will just there's one path that you can follow no matter the choice you will do because there's always it's it's a great math. There's no way that you will do like a
completely different order the the enemies since you cannot die. You will do the always the same route.
This is true. But isn't that always the game that when you play a game, you start somewhere and you you finish at the end anyway, right?
Again, let me let me put it that way. This is great playable and I'm just speaking like what what else can be, you know, modified or changed, right? So,
yeah. No, I definitely understand what you mean.
In anyway, I think it's very solid. I think ids like that is also where you can iterate on right like what if we give the user the choice to actually go here what does it what does it do if you actually die and you retry um I would probably have some sort of metrics in there as well where you can kind of measure if a player died before and then retried and see if that turns out to give like higher IPM at the end right
yeah that's what I want to ask like what would that kind of change or give you
that's that's the Good thing if you have a playable like this where there's many variables as well, right? There's there's many things that you can track
and and
yeah,
yeah, get a better
maybe add some element of surprise like some sort of add-on or
something like that
like like you will be fighting stronger opponent but I don't know chance or something or some sort of effect will happen and you beat him you know or stuff like that.
Yeah.
Luck. Yeah.
Yeah. I think it's miss Yeah. Maybe it might be missing that part where like I said there is so much other things that you you feel like you need to do but then at the end it's just like oh you finished then you go to the store right instead of like
fake next level fake next boss or something like that again that's pretty cool things to to experience
but exactly if any of us will be in charge of this playable you have this and from this you can go millions of ways I'm pretty sure templates that
yes exactly there is definitely a variation where you actually I you go in square one. I'm I'm pretty sure.
That being said, those were the playables I brought this time.
Nice.
All right. Thank you, Robin. Who's going Who goes next?
I can I can I can do I can I can do it.
Okay. So, the twist is that we just reverse the order.
Yes. Uh reverse the order. And I'm going I'm I'm not sure like which one should I start with. I guess yes, this one because it's from our friends or maybe former former friends after last episode from Supercell because I started I started playing this and I was like, "Okay, so it's pretty much like I'm I have no idea what should I do first of all and it's really confusing." Then I was like, "Okay, well drag and I can then I guess attack, but oh my god, like [laughter] this is so hard to play that I I lost like 7 million times." And the question is, should the player lose within the the playable or like how should I kind of think about it? Because honestly
again like same thing and maybe I'm just biased but it's also super annoying because I lost so many times. I retried if I if if I was trying to play this game I would not install it. It's very confusing. Very confusing.
Is it not the case that you're on the computer right now and you need one hand to one thumb to walk around and the other thumb to to to aim? No, I'm I'm walking around like this. It's just I may maybe
there's this yellow button, the power button or what is it? So, I thought that was my original question like if you don't need a second finger to trigger it, but uh
I'm pretty sure like this guy is actually just going around by himself. Yes. And I just need to I just need to aim with the drag, which is also I mean quite interesting solution how to
attack. Like why not just do whatever is actually in the game? I'm just kind of walking with one hand and then just actually playing the the game with with the other finger. So this
I don't know experimentation maybe. I don't know.
Could you share the link in the chat? I'm just curious how this how this works on the phone.
Of course. share it in the comment section after.
No, no, no. I'm just going to share it in the WhatsApp so you can, you know.
Okay,
you can go.
Interesting.
I kind of think or hope or I don't know if there is there is maybe second version of this game where you are actually winning, but who knows? I don't [laughter] know.
Maybe I just suck. But that's fine. Even if I suck, I mean, I could be able to at least like try. Can you try to like not attack them? Actually run away and try to see if
I No, I I can't run away. Like I'm I'm not doing anything with just running around. It's just like he's walking around by himself.
So [snorts] I have good news and bad news.
Okay.
The good news is this is also happening on my phone. The bad news then would be what the hell's going on?
Exactly. Yeah. Exactly. Yeah. Yeah. Exactly. Because I mean this is like the the common topic for for Supercell I guess. I mean they have playable great because this what this wasn't happening before and they were not really doing that much UA before. Great. But now like you had Andre Tetris Clash of Clans last week last month
and I was like I have no idea what's going on. It's an interesting combination. Fine. Same here. It's like, all right, I I just don't know. But I don't have the retry or replay button anymore. So, I just need to download the game because I was defeated three times. So, now I'm actually motivated to install and then do better. Well, no, not really. But
there you go.
I mean, I like the playable the fact that it's really, you know, all the assets, everything is matching the
gameplay, but yeah, I would I would try to at least, I don't know, win for the first time, then lose twice or something. give some sort of hope
to the [laughter] internet.
Yeah.
But I I also wonder what's the target audience here, right? I know like a bunch of kids like Brawl Stars. I'm not sure.
Yeah. I mean, it's demographic,
an older age group.
Are you trying to say I'm too old to figure it out?
That was not my point. I just meant like, you know, maybe the young dopamine-minded brains, they just feel like, "Oh, there's so much stuff going on. install whatever, right? I don't know.
But
could be could be
interesting.
Then I have I have this one because we actually talked about this game.
It's Sunday City.
You have the same.
Yeah, I have the same one. Yeah. Yeah.
Nice.
Maybe it's not the same, but for this game. So, let's see if But I think it's the same one.
So, this is the followup after indeed. You get the job now.
You get Yeah, exactly. I get the job and then I'm actually
displayable.
Yes,
it's amazing. First I thought it's actually made by AI, but I don't think it is.
No,
honestly, I was just confused with the first button.
But this does pretty much also quite a lot a lot of favor to the game because this is from the game. You have the CD and you are doing different things. Also there's a scooter you can deliver with scooter. Still I'm actually playing this. I mean it's not many things happening at once but still there is at the same time there is because you need to
I was
I was going around like I was not trying to fill this quest and I was just rotating in the middle of the parking lot and doing some spin-offs like Tony Hawk and stuff [laughter] like that. But
so there is kind of this free world aspect. You can you can you don't have to continue and just Yeah. Yeah. And even the physics is like the character is literally just, you know, it's very
simple. I like it. It's very [laughter] 360. Indie 360.
Yeah,
this this playable just feels like a parody on the real world where it's like Uber Eats delivery on a line scooter with co face mask. It's just,
you know,
like the funny thing about this game is also the fact that that the onboarding is pretty much I mean trying to be more like a GTA kind of vibe. The the actual like game is slightly different. And
if the listeners they they kind of watch the episode, they know like this is more like social casino or slash actual slots afterwards. And once you get in, so this is all on boarding and this is pretty much like the playables is living that dream of like on boarding in terms of like the GTA kind of style and stuff and it's connected. Obviously it's not exactly the game
well kind of let's call it end game that it's slots but this is exactly what you are doing when you actually download the game and start exploring the world in Sunday City. So this for me really like is doing a lot.
Two small things just to add. I think I wrote it also in the article on your website. The GTA reference is not coincidental because first of all it's this month when everybody's talking about it. So it's great timing for this kind of playable to be out because it's a new creative this month, right? So
yeah. Yeah, it's this month. But man, like the whole game is built on like GTA on boarding. So
that's fine. I mean I'm just like that's kudos to them. like this is the best timing for them to go out and push playables this month or you know when and second of all
I I'm not that big of a player for GTA but I remember the this neighborhood this round.
Yes. Yes. Yes. I know what you mean.
That's not a coincidence. That's from one of the GTA whatever it was city
street. Yeah. Yeah. Street.
You're right. You're right. I think this is absolutely intentional from basically the elements how to get there to the to the neighborhood to everything. So, and the timing as well. This is this is
how I would I I I couldn't like say anything wrong about this one. I really enjoy this one.
The thing though is
this looks great. I It has some vibe to it, you might say.
Yeah.
Where where is the urgency? Where's the goal? Where's the the you know the thing of like this is how many deliveries you need to do kind of like the progression of the PL.
Well, you have here's the progression, man. Like you need to deliver this and then you kind of pick up the the scooter and you need to still deliver.
But you're right.
But I mean like you should have the progression bar. You start at zero and you see after
that's true
after four deliveries there's a scooter. After five more deliveries there's the car. So you kind of have that sense like I'm working towards something. Maybe there's
that's screaming. They're so hungry.
Yeah.
Like the hook. The hook maybe could be like someone down the street is like hungry, is crying on the floor. You need to, you know, fasten up the pace.
Yeah. Also timing time wise like you had the crazy taxi, so you you had to pick up the the customer in in certain time. It was like, okay, well, I need to deliver this. And yeah, you're right. Like that's actually that would be an very interesting iteration of of of this plan. say and this might be just a theory for those more technological guys listening but if you check this properly there this is quite heavily I mean the assets are very simple I'm not saying they're super detailed
but this playable needs to have certain size because of just whatever is used there
I think that might be impacting this as well like I'm not saying that adding one progress bar all of a sudden the 5 megaby limit but you know maybe maybe because it's really it's 3D stuff it's
not even two two houses are the same I think at least in colors. So it's basically different things. So it's
and these are all all Unity assets very small size I would say.
Yeah.
You remember how much we for different customers for 3D playables what what pain it was to get.
Yes, that's true.
It's never easy. It's never easy. So
yeah. Okay. Fair enough.
Fair enough.
But I would say the the hook is the GTA thing. I would say that if if if you you get the free marketing from GTA and all of a sudden you get this is said that's all in it looks like GTA I will install it
while I wait for GTA you know
but Robin has a point
I mean you can you can have like at like first few seconds of like hey angry customer just shout like hey where's my food and then suddenly it's it's a very different intro
that's actually I'm not maybe again I'm here to ask the noob questions so I got this quite a lot let's talk about hooks in general for 1 minute
because 99% of time when I'm served the playable ad it's combined with video the hook is usually already in that video so if you pair it nicely the hook can be in the video and all of a sudden the video is ending on the street and now I'm playing this we don't know what what
video was before this ad so I'm always looking like it like do you need a hook in that playable if you are if you do the hook again in video then you will have two hooks what's going to happen there like I don't know right so I mean do you get the question So
yeah, I see what you mean. You're talking about the full user experience of the the whole creative set, right? So
exactly this is the end card of the video, then maybe the hook has already been there.
I don't know.
And I don't know. I'm I'm just assuming that this might happen, right? So
that would be very interesting. Although in my experience, if I for example look at like the the King of Hooks stream games,
Yeah.
they often have the hook in the video and they also have the hook in the playable end card as well, right? So that's
I do I do think there is like double hooks in the in the whole creative pack most of the time.
Yeah, it exist. My question is if it's necessary, right? Because
I don't think it's necessary. Yes, because as you said like there is definitely like continuation from the video and into the into the playable
which might happen and which might not happen as well because you can use different videos for and combining with the different playables. And I'm I'm not saying it's it's needed here, but it would be an interesting addition to the to the like a new variations of this video. [ __ ] hell. Playable playable
because then then we we always talk about like how can you iterate different playables then like just iterate like like an angry face in the first second and then there you go. It's suddenly completely different the vibe of the whole or experience of the whole playable and it's just one thing. So I think that was like the like why like the hook that can be added.
Yeah. Yeah. Okay. That makes sense.
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 [music] most effective credit line for marketing. If you're scaling your business uh and need funding, here's the deal. With [music] 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 and fully tailored to your growth. So, you can secure funding in 30 days and get a term sheet in just 24 [music] hours. Don't you wait. Take control of your UA budget without giving away uh a piece of your company. Visit pvxpartners.com and uh see how they can help you grow your game faster and stronger. Don't wait. Go to pvxpartners.com. And
what else do you have?
I have this and this is absolutely made by I and
this is I didn't seen it. What's this?
This is for Shakosi Florist. We talked about it on the podcast as well. They have so many videos all AI videos on on their account and man you see the font.
Yeah,
the font is clo. One more one more thing that is telling is the pointer. It's
icon uh basically the it's icon from a mobile phone the yellow pointer that is moving there.
Oh this one. Yeah.
Yeah. It's heavily it's always trying instead of generating asset to put an icon there. Uh that's another thing to tell. Yeah.
Yeah. I mean and this again is Tasty Travels or whoever came up with this. It's Freud Merge. Freud Merge came up with this before. Tasty travels did it uh but in slightly different different way in their creatives and onboarding. This for me again is really doubling down on the trend in the casual space and using just your own assets. And I'm pretty sure again like this was created in couple hours because it's very simple and she's just dropping things. Obviously, it needs to merge, but the execution is is definitely good. But I'm
Am I wrong or the progress bar on top is
not matching the items?
No, I need to I need to merge all of these.
Oh, those two the the purple ones are matching to the orange. Okay, I see. Okay, so it's not a progress bar. It's more like just a showcase of like
Yes. Like how can I how can I get there?
Cuz I'm definitely failing in this. I'm wondering when you look at this, this is the full game. Why do we need still need the game if we can just play the playable? Right. It's
It's not the full game, man. This is not the full game.
Yeah, but this is like the whole the whole thing, right? I I play this other game. It's called Sua game. I have it on the Nintendo Switch. Play with my son. It's exactly It's just this same level, the same thing.
And it's just this. That being said, execution super well done, right?
Yeah. Also, I'm a second stage man. Yeah, we can talk about like AI slop and this is this is super
this is proper
super good example of how you can use AI to make something
which looks pretty and from the looks of it also works properly
also here play to win real flower okay whatever [laughter] whatever man so this is that that's this is why it caught my attention because pretty much AI stuff and then I have this
the prompt is probably give it a unique CTA which has to do something with flowers.
It's not that it's not that easy, man. Okay. Wild card. Wild card. Wild card which is this.
And I almost had this one. And this is my playable of the month on.
Yeah, this is great.
And I was like, what am I even doing here? But I love the cat. I love this. I love this art style. And I was like, okay, well, what is this game? I was like, "Oh, well, I can have more cats." Okay, nice. Like, why why am I shooting vood like really like what's happening and where where does it end? Okay, Gatling and great. So, there is definitely in you you have your progression here as well, Robin. So, it has pretty much like all all the
interesting elements and I even downloaded the game afterwards and
playing it for two weeks already.
Really nice. We are definitely Yeah, I'm definitely going to go going to talk about it on the podcast because it's growing like crazy and it's already doing interesting interesting uh revenue and it's also ad revenue. So, there's way more money that we don't even see. And this this wild card literally like I just shut my pants when I was looking into this. Like this is great.
Yep. And it's even not that far from the game play. Of course, there are trees and
but still
but I I was actually I like different one from them but also I was playing I was actually liking the one with trees but then there was this gate mechanic and all was very
and then very soon I got the idea of where I should get like there's a treasure.
Yeah,
etc. etc. So they are they're combining many many different mechanics all over their portfolio. I checking the studio called Neptune. I think it's one of the games currently that is
it's tripla because they got acquired by Neptune and we we had tripla we had sock on the on the podcast as well with his translator but it was
okay
many many months ago they said I couldn't make ads without [music] the dev team they said I couldn't understand the tech guess what I just made a fully working gorgeous tap to [music] play while eating noodles and watching trash TV and taking care [music] of my daughter. All thanks to Playable Maker. No code, no stress, no cheaper. [music]
So, and then yeah, it led me to just download the game and I started playing it. So, like it's amazing.
The the problem I always have with this type of game is that it's really fun in the beginning and there's this this really strong feeling of progression, right? And then at some point you're like, "Oh, I reached like 1 million." And then it's like okay next upgrade is not million but they put the b right and then the next one I think is the t and
then it's like
xx or a a and then a and then at some point I'm like this is just like capitalist system here it's scaled
play as long as possible.
It's scaled exhaust [ __ ] that that that's what it is.
I have the same I have the same feeling Robin but this is one of the or actually the only idle game that I am playing for this long. Two weeks is already enough.
Yeah that's quite long. Yeah.
And I'm playing like 30 seconds per day. I just open it, do the updates, and don't see it until tomorrow, you know? So, that's that's all. But it's some I don't know. It has something.
Yeah.
Art style and cats.
Cats is all you need.
Cats and guns and the update mechanism of the guns. You have the merging mechanism in the game where you merge guns and have better guns and
and clothing and cute cats.
Yeah. Like skins and [ __ ] Yeah. Yeah.
Yeah. Yeah. Yeah. All right. So let me I will do this one first. So I will have only two because one of them was uh
yes I already did I already had it
GTA from Wish but uh
uh so this one is kind of a
man these are friends games
first of all saying hi to the creative teams. Second of all this is kind of a kudos to playable maker because this is actually made in our tool
purely with AI. I think it costed like 30 iterations. And why I'm saying it, I will use one minute for sale promo and then I'm done. This is one of the best playables from the currently existing or I still call it old V coding module because in a couple of weeks we will have completely new version and it will be even you know less iterations, better graphics, better things. So this is
two weeks ago when I was repairing this I thought this is the ceiling and now I see that next ceiling in couple of weeks will be completely somewhere else. So I need to refresh it because this is the end card. So this is why I like this of course other than that it was built in in the tool that that we are having. It's simple. It's it's not like uh some
sort of that you haven't seen before. But it really get the love from the creative team. I was checking with them. They got us really good examples and good ideas of what's to what to do and what not. It it represents visually the game or should I say game or app. I'm not still
yes
certain what thumb games what genre it is but uh but kudos to the team like it's for a for a thing that is v coded in a let's say older version of something that today you will do this much you know faster and nicer this this was this was very good to see that the examples are real and and the voding playables are really real like you can you can really do even 3D stuff like this you know if you have
yes
enough patience and and and everything
yeah enough patience Yes. But now now it's it's going to be it's going to be way quicker like you said.
Oh, dude. You know, I was checking already this one. I did it in three prompts today, you know, with so so the thing that that will be out in couple of weeks. It's it's really crazy how the is
progressing
and uh you know, we can bundle it easily in all the packages exports and etc. And there's you know there's the mechanism. You can see, of course, some on on the phones and everything that this this got the touch of AI, but uh
honestly, this doesn't really look like uh it's made by AI because of the font. I mean, honestly, I I wouldn't tell.
I maybe I seen too many of these.
Yeah. Yeah. Exactly. Exactly.
Yeah. Yeah. [snorts] So, that was the first example. Again, I'm not saying this is the best one, but I really like the creative approach. They never gave up when they got faulty answers or something. They really pushed it and and it was great to see that even the older modules that we had could be like pushed to
to certain limits.
Nice.
All right. And now this one I actually installed this one as well.
It's it's a coincidence that week or this week actually there was a new episode of
Well, Find the Catch 2. Yeah.
Yeah. But this is not that game.
Yeah. Yeah, I know. I see. I see. It's a It's a different game. But what I what I liked is the of course the core mechanic is the same. You are
But they had they had the similar similar thing in their in their playables.
Really? I haven't seen it in
Okay.
Yes. I like this style mechanism. Absolutely. It's it's well balanced. Everything is like whatever you unlock it's probably, you know, unlock some different image in the in the background. And you really have to spend certain time on it to find all of these. I don't know how many it is. is by 10 60 animals I guess.
Yeah, we joke we joked because I called it Pexes obviously which is a Slovak version of find the pair and
memory game. It's called memory game
or memory game.
Memory game.
I was like okay.
Yeah.
So we joked about it during the recording
and I really I really I mean you can still do this like just rage click and try to solve it this way.
There's no Okay. Because there
what happens when you do nothing? Does it kind of show you or not? No, [snorts]
exactly. You know, you have you have the download button here. Yeah, if I I'm not sure now because I was navigated away,
but there was there would be a pointer basically trying to show you.
I kind of like this because it doesn't assume that the user is like stupid, right? Where some playables are like find the hidden object. By the way, here it is because you're stupid. So, we already show it.
So, I kind of like it when you when they do give you
when they do give you the option to actually look and think about stuff, right? And that's that I think that's great here.
Yeah. And when I was checking for example one of the examples that Yako was doing on that podcast, there was a lot of these objects were kind of hidden like the cat for example was part of the here they are just like placed around the
Yeah, it was also a mug. It was then it was just something within another object. It was a vase or something as well but in in the shape of a cat.
Nice. No, actually I keep I Yeah, I already lost my patience with it because I I played it like
No, because I played it already multiple times and my pun in the end was that I always found the coke in the end. Uh but now I found it sooner. So, [laughter] sorry guys, it's the coke was already found.
So, that's it. I really like this one. And again, it's so easy like you have got one mechanism that you have all over the game. It's finding an and objects [snorts] and again what can I combine it with and there's your playable like if this excess memory game finding objects this is the is the thing that you are going for great like if this will be paired with I don't know gate mechanism or gathering resources fine like that's that's exactly how today's market work like there's no much new stuff in creativity being produced let's put it this way in mechanics way and now it's all about combining whatever works existed or worked for your competitor ers and you know that's the way to go.
Nice.
So this is it.
This is it. Yes,
this is it my dear friends.
We made it under 50 minutes maybe. But I love the discussion man. So I mean this is always great and I have I had one wild card which wasn't wasn't planned
and actually it first time it happened. I think it's good to say because you know I was writing to in the in week ago that it's first time that happened that we had playables actually two almost the same August was very weird. I was checking sensor tower and guys I don't know what the [ __ ] was happening but you were not creating much stuff all over the world like [laughter] there was so many old things being reused or you know not much big ideas
also it's I try so still this is very dominant in the playable space but the 4x playables are just still all over right
yes
I try to do something different as well I have the feeling you guys do as well so we might not show that in the episode but this is still super dominant that you know the forex playables just work really well.
Well, you you never know, maybe next time we're going to talk about Forex
playables. Well, we'll see. We'll see. Thanks guys for for coming. Also, guys, for for preparing all the all the different uh playables and examples and I think if you want to comment or just share your ideas about different playables, just go to the comment section on YouTube, join the Slack channel. Don't forget to share and like the episode and then see you next time. Thank you very much. Ciao. Bye-bye.
Bye-bye.
Auto-generated captions from YouTube — names and numbers may be misheard.
Playable advertisements have emerged as a dominant force in digital marketing, currently accounting for 40% to 60% of total creative spend across the gaming and non-gaming sectors. This shift is fueled by the proliferation of automated creative tools and SDK networks that allow for rapid development and iteration. The industry is moving toward a hybrid model often described as Frankenstein playables, which synthesize multiple proven mechanics—such as yarn-based puzzles, arrow interactions, and rescue scenarios—into a single, cohesive user experience. This strategy prioritizes familiar, high-engagement loops over the invention of entirely new gameplay, ensuring that ads remain intuitive and immediately accessible to a broad audience.
Beyond the gaming sector, finance, social, and utility applications are increasingly adopting gamified elements to capture user attention. By utilizing simple, AI-generated mechanics like item-catching or obstacle-avoidance challenges, these non-gaming entities are successfully driving engagement through low-friction interactions. Meanwhile, more complex, decision-based playables continue to thrive by offering users a sense of agency. These experiences allow developers to conduct granular A/B testing on variables such as progression paths, failure states, and difficulty levels, providing a data-driven approach to optimizing user acquisition and long-term retention.
Despite the technical sophistication afforded by AI-assisted development and 3D asset integration, the most effective creatives are those that balance aesthetic appeal with clear psychological hooks. Experts emphasize that even the most visually impressive playables often fail to convert without explicit goal-oriented elements, such as time limits or progress bars, which instill a sense of urgency. As the industry continues to evolve, the focus remains on leveraging AI to maintain high production velocity while ensuring that the final creative output remains functional, engaging, and aligned with established user behavior patterns.
Comments