because of the CPI idfa thing which kind of lower the efficiency of UA the big let's say the games that are driven by Big Spenders are currently using the Smart Ones I mean are currently using a lot of these tricks to kind L artificially the CPI which got to the point that not only they running fake creatives that are actually running creatives on the core that actually added into the onboarding on the game which leads you to the main monetization core in this example it's all for this is a no gaming show where we talk about games and their revenue in great detail powered by our ad monetization game design and user acquisition Triple Threat expertise welcome to the two and a half Gamers the unfiltered truth served with a side of giggles
let's not forget this is a 400 a.m. conference discussion Vibe so let's not take it too seriously tune in now and stay two and a half steps ahead of the gaming industry hello hello this is two and a half Gamers special episode um as we going into the new year there also come some kind of predictions with for for the year so my name is yakob Brar if you didn't notice I'm the product guy of Two and a Half gamers I'm mainly doing game design and yeah I will be talking today about product rends for mobile games in 20205 and uh yeah there will be few of those but some of those are kind of very intricate and I think specific that people don't really talk about so yeah let's get into it here we go yep so hopefully I don't run out of enough Saruman pictures until we finish
this anyway let's start the show so what are the product trends that we see in the current market adapting proven Steam games into Mobile so this has been an ongoing Trend but I think in the current environment it's even more um prevalent or pretty much people are looking desperately for something that works without kind of researching it the hard way meaning trial and error and this has been as said ongoing for a long time and now it's even even more important so the biggest example that we' seen last year would be let's say Supermarket simulator uh the whole store I mean Mobile store is pretty much covered with a lot of these iterations of this game let's say but of course uh for the first time it was successful on Steam and in the end what we saw there uh yeah there was my Supermarket Simulator 3D by game District which
really nailed it I mean the adaptation from PC into Mobile after like there were many iterations but these guy really now that we have a separate episode on the channel on this if you want watch it but this is basically what happens that if you're fast enough to capture the trend you know that the core already works it's engaging like you see all the you know very positive reviews on Steam and the community is there and people are engaging with it is getting organic virality and stuff like that so you just need to adapt it properly because you can't really just copy it immediately and you know not adjust to the mobile interface like we've seen that like the first clones there the Crim of Melody guys that we covered again like the first one it was just not sustainable like yeah it captured 15 million downloads in the first uh month but then kind of died off this game is much more stronger has bigger legs much better progression smooth UI you see stuff that they even improved over the
PC version so yeah this is the way to go to kind of capture the trend and iterate on it don't just copy it um a next example that we can talk about is pretty much uh backpack hero again very iterative and unique gam playay that's been running on Steam where you have this Mouse character that is slowly filling his back with different weapons that are pretty much acting as like separate abilities and then there's a lot of like that three stuff pretty much B into it where you need to kind of make sure that you you even have space for new weapons and this has been already adapted into back fight or Bacon's Revenge notice in the images how like Bacon's Revenge takes it even one step further because back fight is basically a simplification of backpack hero which we have here so like our character on the left enemies coming from the right moving to the right inventory somewhere that's there like I would say very very easy
adaptation but if you look at Bacon's Revenge you have that like plus one we really thought this through because not only that the game has the inventory phas where you need to kind of choose new items merge them together and to the inventory core they also added uh doodle magic Tower Defense as you can see here on the right where you have the character now throwing the weapons and monsters that are coming from his on him from the top of the screen which again is an iteration because now we have doodle magic which works perfectly on mobile and we added a new element into it which instead of upgrading the towers in the typical Ro Glide fashion you now have the backpack hero Tetris like gam playay so iterations like these are really important to try because again um if you can manage it properly you have a unique product on your hands that's nowhere near close on the mobile Marketplace because again and we're coming from PC to mobile and you can
really kind of steam roll through competition at this point if you're fast enough because again I I really stress that a lot of these things are just coming and they don't you know you don't really have a chance if you start doing this like half a year later or something like that it's literally like one month after the trend comes and you need to hop on it and just just do it because there are numerous teams doing these things like like I showed you here like there's what like 20 40 Supermarket Simulator 3D manager games on on the store but there's only one that did 21 million uh like which is the game district one which is the most successful one and by the way these guys were still a little bit late I would say to the trend but because they were so honest about the iteration and the iteration was so good and there was so much quality compared to the all the other adaptations they still made it so yeah quality can still well or on like
speed let's say so like 8020 good enough thing is kind of a yep not really the best case scenario here but yeah just try to be fast otherwise you won't be able to catch it um regarding the predictions themselves so what I think we are going to see and the things that we're going to see this year being implemented to some degree doesn't need to be the whole game but like some elements of these games are stuff like hell diverse P world and balatro and I go one by one and why I think so so P world I already seen few games that are using the collection monsters mechanic where you capture monsters in like arcade idle RPG or like some hybrid casual games similar like especially the ones on WeChat mini games I've like yeah we talked to our friends they're coming definitely uh probably not that fast on the western stores but in China they're definitely there so collection mechanic
and like this kind of monster mechanic is super super strong and compelling compelling so now that we see the Suess of power world it's definitely just a matter of time until we see some mobile version of of it either like the power world itself simplified or different genres like you seen with Bacon's Revenge combining the monster capturing collection mechanic or even building survival mechanic where you know these monsters are basically acting like your slaves as in power world and uh yeah creating new games and new genres with it so I'm really looking forward to that one uh next one will be hell divers this will be a little bit more harder I'm kind of 5050 on this if it will even happen but I still it's very compelling because we don't really see these fun Friendly Fire C games on mobile that much because hell divers is basically based on that
it's like giant fun with your friends against giant hordes of monsters it's not really PVP it's PVE uh the game's designed literally Around The Friendly Fire Mechanic because allot weapons produce giant explosions like stuff pretty much melts around you all the time and it's designed like if you're not careful you're killing your friends which is like lot of fun uh probably not even in this kind of a friendly fun manner but still compelling Co PVE mobile games which could be using this kind of the same like Starship Trooper steam should work really well I could even imagine this could be like against zombies because zombies are pretty much best enemies and the lowest CPI so that could also happen but yeah I think again 50/50 here that something like hell divers could land on mobile this year we'll see but my guess is maybe by the end of the year or next year in it's like giant sense power definitely it
will come power mechanics will be translated immediately I think first half of the year how ders it's a little bit of a stretch balatro yeah so this game is literally amazing for those who don't know go play it is a PC premium poker game design Masterpiece pretty much where yeah this game is just amazing it's done by one developer and and published by playstack and the game is still making 100K a day on U mobile which is a premium game by the way so this is definitely just a matter of time until somebody takes the core and adapts it to a little bit more free toplay friendly or free to play compatible monetization and starts kind of tinkering with it because the core is very very compelling the mechanics and the design of the game are literally genius it's very simplistic but in the end can yeah just go play it it's just
super good and designed in a way that it's very clever uh the pro progression and the content of the game I think is in its current state yeah something like 50 60 70 hours until you reach the end of it it's still very fun to kind of go and have around with this even when you unlock all the content but I think a lot can be done here with like mobile typical mobile kind of content uh scaling mechanics so that could work really really well I think and again it's probably just a matter of time until we see either a direct adaptation of batro on mobile or usage of its mechanics in different games or different iterations with different genres it's just a matter of time okay let's move on um yeah another sirum an image here to Casual G genra disruption which will definitely happen and it's already happening and this is not a prediction this another
description but yeah predicting that this will happen on full scale this year so by casual General disruption I mean three specific genres which is solit sort and hidden object and let me talk about these in detail so we have solit which is being literally assaulted by lot of big guys because they're scandy crash solid there that's currently in soft lunch for quite a long time there's a super Place uh this Disney soliter Then vas cla's Chronicles which again is basically J's Journey with soli core and then we have Grandma Secrets which is metac course play on the soliti genre so yeah what are all these games doing what what's happening here so solitire itself is you know one of the most popular classic games out there like from all like the windows windows times uh if you look at the downloads of the genre is mainly driven by the soli games
that are pretty much looking like this it's like literally the old windows version if you play solit in your windows and people are searching for this so um yeah this is something that still is bringing a lot of organic traffic but regarding the revenue part of it if we look at it the whole category is pretty much dominated by solit Grand Harvest by plka which is making like 15 million a month and then there's pretty much nobody there or like very very small IP Revenue so a lot of these kind of let's say solitare organic classic games are just driving a lot of organic installs but they're just monetizing ad Revenue so what's happening here is that the big guys are coming because they see the 50 million per month which like Sol ton har is a pretty old game these days and they want the piece of that pie and uh yeah so
what they're doing here as you can see is clearly not your typical solitier this is something more of like a puzzle game where it has levels it has boosters it has streaks there's currencies it's pretty much like a something similar to like a p casual Puzzler we've already seen this thing happen like this is not something that like I just like because I think so we already seen this with the Domino genre Domino genre again and similar to solitire is a classic board game that people search because they know it from their offline time or pretty much when they were not interacting with computer but actual physical product and you can see there's lot of domino games on the market but if you look at what's happening with the genre IP Revenue uh yeah there's Domino dreams which is completely dominating it because what's happening here it's not Domino by itself it's again this puzzle casualized version level based version of domino
where it uses some of the mechanics of domino but it's definitely not Domino and similar to solid there they just use the core mechanics of the board game and they put it into level Saga put it on the typical like renovation progression and then we have boosters we have moves we have mechanics and we have suddenly much more space to monetize so and the game the Domino dream game is currently doing like 270k a day so yeah definitely works and these guys already having one one of these kind of games here which is Domino dreams are in this race for soli with the Disney soli there uh in their pocket which is basically a templatized version of the previous game which is a different core so yeah this is definitely happening and I'm really looking forward how this race will end up the ker here is that both super play and vuga are owned by plka which also
has the solitary G harvest the current dominating game so it's actually three or let's say three games against two games which three games are basically from one company because yeah they're being opposed by Kings Candy Crash and metacourse Grandma Secrets but yeah let's see my my bet is that pla will just kind of reinforce the category with their two games so let's see there um moving on from soli there into sword genre which is a very interesting genre that's being disrupted again already uh with wave of these kind of high production high value IP driven games again most of these games are like if you look at the downloads of the Gen sword genre is again water sword puzzle there's color wood all of these can very simplistic uh sorting games where you either moving some kind of pieces or
water or blocks between bottles and trying to put like all colors into one kind of a set and not not break the level that's that's that's that's the loose condition but all of those are kind of low production easy to do completely add driven stuff like that so again kind of similar situation to the soli thing not not that much Organics but still uh and what's happening here again there are new entries into the into the genre specifically Grand games magic sword which also we covered in separate episode on the channel so you can watch that one where you can see the difference here in the picture like how big of a production jump it is compared to the one on the left and one on the right where guys are pretty much applying the typical Royal match U kind of formula here I'm guessing that they
will be having the full kind of live event stuff here streak mechanics I monetization mainly and high production values uh the big thing that I've seen playing into their cars they have a very very nice kind of algo within the game that tells you literally the moment when you break the level that you break the level because those levels are not time based and most of the sword games don't have this thing which means that you can get very frustrated if you don't know that you already lost and you're still trying to kind of figure it out so they have it done very very well they're kind of equivalent of plus five moves from puzle which is means like they offer you like one more bottle for 900 coins which again kind of saves your level um because yeah one more bottle is a lot in the in these things uh so it's pretty much they increase the board for you to play through and there already the the second image from the left you see there's a copycat of magic sword already so yeah these things are coming the
sword genre is definitely capable of doing IP Revenue it just takes a little bit of a different skill set than your usual kind of AD driven organic game that we have there similar to solit as I said uh moving on this is a little bit different prediction because we don't have like a category that's mainly driven strongly by organic games with low Productions uh hidden object categories uh traditionally driven by vuga which means there's jours Journey which is dominating the category and all the other kind of hidden object games that are very hard to do by the way because they're like they're giant content threadmills because you need to create so much content Within These Old uh Hidden Object kind of Loops where you need to have so much art to kind of go through and stuff like that so yeah the disruption here is a little bit different so what's happening here there's games like triple match C and
find the cat which is by the way the top uh game regarding downloads in the Hidden Object category where you see the simplification already so instead of us kind of looking completely on the image and trying to find only that one thing that the game requires us and it's being super hidden these things are not that hidden that much they're much more approachable and Casual you see there so for instance here you need to like find sheeps or these kind of blue buildings and whatnot and it's more of a exercise in match pairing stuff on the bottom bench here in the triple match example where again what it does it makes the game much more casual and much more approachable there's no heavy story like in J Journey on parar or Seekers notes it's again much more casual there's you can see on the left there's the typical Royal match kind of metag game formula where you have Live Events and streak mechanics and all these other things that are pretty much reinforced for ING the core game play and uh then yeah the
other very important thing that this game already has and we'll get to it later is uh yeah they have a second core because the second core is the one that's responsible for most of their creatives so they offsetting the fakeness of their creatives to actually have that core in the game and uh yeah and the other game which is the middle image is the main game which is actually the one that monetizes very well so yeah these things are pretty much the new generation of hidden object games even though they're not called Hidden Object they're like on the match pair category but for instance triple match City already doing 60k a day so that's that's really something uh compared to something like find the cat again this is a similar setup again you can see that why probably this is AD driven only because as I said the blue and white uh core just works much better in the creativ the these guys just have the blue blue and white core which again is making them highly organic highly ad
driven and so on so forth so the game is again very simplistic you're just finding these cats in the images and you have a collection and some very shallow progression layers on top but that's it but they're still doing like 7 million downloads a month so 100K downloads a day I think currently so yeah a lot of disruption here we see that like the casualization of these hidden objects traditional Loops where you would have much harder kind of requirements and and and you know the difficulty was much harder here it's it's it's more of a chore and like relaxing experience here for instance like you don't really lose that much here so yeah and there's a lot of boosters and stuff so yeah I guess we'll see we'll definitely see some more hidden object games kind of going here because as I said the content threadmill isn't that heavy with this setup it's much more approachable you see that the UA plays there these guys know how to kind of lower the CPI through these
other kind of fake creatives different mini games added on top of the main core so yeah I think we'll see more of these and hidden object won't be just dominated by these old Titans like vuga and G5 and so on so forth okay moving on and here we are the fake creatives plus plus miname proliferations um yeah this is an ongoing thing and it's not going to go away you can argue and you know be be miserable about it as I am basically but yeah this is it and this is the current state of the app stores and uh yeah we need to bear with it because there's no other way um so what's been happening last few years is that yeah because of the CP idfa thing which kind of lower the efficiency of UA the big let's say the games that are driven by Big Spenders are currently using the Smart Ones I mean AR cently using a lot of these tricks to
kind of low artificially the CPI which got to the point that not only they're running fake creatives that are actually running creatives on the core that they actually added into the onboarding on the game which leads you to the main monetization core in this example it's all Forex the main monetization core but you can see here that those are pretty much three different games because we have uh the Frozen CT Idol game on the left which is white out survival we have the top heroes Rumble Heroes game in the middle which is again another Forex uh and then we have this like Gates Runner scroller mechanic which again is another Forex so if we move to another image you see that like everything leaks to Forex basically so in the end it all ends up the same which is the heavy monetization core of Forex itself where you literally people are fighting against each other with their wallets that that's why it works so well and because there's of course the mechanic of destruction of property
whereas if you you know beat your opponent and you kill his soldiers and he doesn't have enough kind Hospital capacity or what not he's literally losing can weeks of progress and a lot of money just by you can of demolishing his his uh progression so yeah which means that the economy is pretty much endless here so these games just monetize super well if you know how to do them not saying that it's easy it's definitely not easy and the whole for genre is being dominated by Chinese players except one which is score Warrior total battle um but yeah you see that there's no other way pretty much in all the big Forex games are using this tactic that they are using some kind of a different core on boarding and and and and don't get me wrong those are not some kind of easy games that you can just like you know you've seen it in the creative is some kind of playable no those are fully fledged Games built on top of the Forex core so here we have again on the left
image we have Frozen City in the middle image we have Rumble Heroes which ends up being top heroes and on the right even though you have seen this kind of creative thing this is still from the game and the runner kind of shooter gates gates thing that they build there it's something close to like AFK Arena where like your heroes are still very important part of the of the game play even onwards like I mean weeks after installing the game so it's not that easy that like yeah we'll just bu this playable whatever pin puzzle from Hero Wars it's it's like those days are gone you need to build literally two games in order to pull off the string um and by proliferation and I mean the prediction we already see this being translated in different genres not just Forex so the biggest example is of course Royal match which is um yeah they're very famous or INF famous for their creatives where you're burning the king it's being being saved before being
uh splashed into acet or whatever stuff like that pretty much near that experience situation those creatives works very well but they actually put these into the game whereas each 10 levels you have one of those core game plays like a second core so you see there in the main image you are playing the main matching match three core that's great but then every 10 level you are playing this like King's nightmare or how they col usually it's like oh it's a Dream by the way we completely switch a different game lots of puzzle games does this these days like all of the Guardians Scapes games by the way I mean play r games g games home games and fish them they have it not every 10th level they have it every second level on during on boarding every second level there's a pin puzzle not this thing the pin puzzle where you know you need to pull the pins to set up a stove or oven because people are freezing around and stuff like that so Royal match has this every 10 level where again you play this funky level
where it's not really difficult or something it's just like again for you to not complain that you didn't see the king being killed by the spikes or lava or whatever so it's there so you don't complain and it's like oh really it's as as it's advertised yeah so this works um Royal Kingdom doesn't have that yet they have those um PVP levels and they don't use those even in Creative so I don't know what's happening there but but uh yeah my guess is that if they don't pull off this trick they probably won't be able to scale even to the half the size or even third of a size of Royal match they don't get here so I said we see this being proliferated into different genre not just Forex not just casual uh there's also this game again we covered it on the Channel with Blom sword has this nice kind of sorting game where again what's happen here at some point I think after level 30 they unlock a
second core because that second core works great in C creatives which is the line match the one that you see on the right but the main core as you see in the middle picture is again sorting things and matching them they're breaking by the way the main rule of Sword genre here where you can put flowers of different types into the same pot which is in my opinion genius because yeah why not it's just very calming and relaxing and as I said at some point they uh unlock the line match puzzle which is again completely different core and uh yeah it works great in their creatives so why not because again they need to offset the fakeness of those creatives um another example yeah the one we talk about the red Le triple match City those creatives are mainly this kind of blue white thing which isn't the main core because again the main core is monetizing and working a little bit differently but they have it there because again you're not complaining so you see the pattern here
and it's going to be more and more and more of this because there's just no way to kind of bridge the CPI barrier I mean like yeah you can have your game at like $500 per day or whatever spend that's insignificant but if you really want to scale and I mean scale like 30 50k a day on UA perform performance UA you just need some of these tricks because the CPI will just go so high that you just you know you can do a thing in every genre pretty much at this point so this is just you either have this or you either have like a very strong IP like Monopoly go what whatever which you probably don't have so yeah just saying so this thing is going to proliferate even more and um yeah I can't wait to see all the combinations of these things but keep in mind that this also puts a much more harder requirements on top of the teams because you not only now need to build your main game you need to build a second game because of those
creatives and create a smooth transition between these two whereas like as I said like stuff like white out survival uh they were kind of lucky that they already had Frozen City they just like duct tap Frozen City on top of the Forex part who allow white out survival but yeah a lot of times these things don't really work out that well so inance top heroes we seen it struggling in the beginning but now it's making 600k a day so yeah it takes a lot of time to kind of pull off this trick because these two games cannot be just you know duct tape on top of each other they need to be very smooth the the onboarding game like the one that's offsetting the fakeness of creatives it still needs to be relevant down the line it cannot be just like okay now we'll get rid of it after like two days you don't really play that much because people like entered your game and installed your game because of that game you just ditched so yeah it's hard to pull off this trick it's not that easy and most of the times we see Chinese Studios toing this off but yeah as said
it's getting more more and more frequent in the west also okay uh yeah regarding these mini games like the last thing which is like just the Pinnacle of what's Happening Here is that this is again another example why Forex is like driving this so much is that we have these three games to show you which is uh ape control ape clash and uh monkey Clash or I forgot the third name basically it's all up for fun Forex game where What's Happening Here is that pretty much the game itself the Forex core with all the assets cinematics everything it's pretty much all the same but what they're doing like each month they pretty much create a new onboarding to kind of test if the CPI is low enough and for this kind of onboarding game if it works that well or not so here we have like a mob control version here we have some kind of like Auto combat zombie something zombie apes
against you here we have the Hero Wars kind of numbers game where you know kill a unit eats his numbers and then you fail on the big guy blah blah blah stuff like that so you can play it now yourself so again as I said it got to the point that the only thing that matters for Forex is this onboarding mini game that offsetting the fakeness of the creatives because the creatives need to be fake to lower the CPI so that's where we here um yeah so the another Trend that I'm talk about a little bit is templatized needs to be done in order for you to be successful in the current market otherwise you're just kind of throwing a coin pretty much so templatized already and people still hasn't grasped it yet
and I think it's going to be mandatory now from this year or pretty much going onwards because if you don't do it fast enough there will be Studios that you can catch up to pretty much never like you just can't so the biggest example of course of course hobby which started their template in 2019 with archero whereas their template has pretty much carry them over until like now it's like they've been working on it for Last 5 Years so you see here like archero ker and Survivor just like all of it is their arpg Rog light template same goes for snaker and pumble all of the games that they're pretty much working here are using their template and it's it's great because it's pretty much cumulative value that each of these games just makes the template stronger so even though let's say pumble failed snaker failed keran failed it doesn't matter because they not they're not starting
from scratch and each of these games probably takes less time to make so yeah it's just cumulatively better and better and the key to win this current market is not to hope for one hit with one chance that you have here it's a lottery and the one that wins in the lottery is the one that buys the most tickets so that's what needs to happen here is that you don't need to create one hit game you need to create a system and a machine that constantly has as many shots on goal as possible which eventually hopefully will create some hits because it's a hit stre in business so out of all these four games archero is a hit Survivor IO is a hit and now they have archero 2 which is a hit already and Capi barago which is a hit already and as you can see there it's all running on their template and uh because their template is done so well uh yeah what they're doing is pretty much their progression is uh kind of the same I mean metag game progression it
was until capy barago because capy barago heavily took mechanics from Legend of mushroom because Legend of mushroom as you know was a very successful game that everybody is using mechanics from we'll definitely talk about more games taking notes from it this year but what what it did is pretty much It upgraded the template of of hubby so and they by the way they're not taking mechanics only from Legend of mushroom they're taking mechanics from from Monopoly go here they're taking mechanics from brawl star they're taking mechanics from Royal match uh yeah lot of games basically uh that like they're eclectically selecting like cherry on top and putting their into their template which just makes their template stronger and what this means is basically it's a matter of time until they release another game which again will be again less time to build and all of these tested mechanics pretty much built into it already so the you know
the saying that whatever doesn't kill you makes you stronger is pretty much the thing here that for every killed killed game they do they're just getting stronger because their template grows stronger so it doesn't matter if they fail this game that game or the other game just going to continue and it's a cumulative effect from 2019 so for last six years pretty much so try to catch up to that it's it's just no sial at this point point so as I said archero 2 is a hit uh Capi barago is a hit both games are doing something like 800k a day haven't been scaled yet already because they're been just freshly released last end of last year so yeah we're following this very very closely because it's just the way to go and how to build this um the other thing is of course mihoyo if you look at their games they are also following their meta progression template so what they're doing is is that they're just changing the core whereas GHIN is an open world RPG me uh
honai star ra is a term based uh would say Corridor based uh Squad RPG and uh yeah uh z l zero is hacken SL again Corridor based RPG so again what what this does is that it saves time these guys and I'm mean a lot of time because they know how their progression behaves they know how their like you know LTV curves behaves they know how the monetization works offw system everything like all of the knowledge pretty much translates between these games so yeah it's definitely the way to go don't get me wrong there are also problems with this scan approach whereas it locks you into one genre which can on one hand produce cannibalization which is quite real for these guys especially with their course and their art and teams being so similar to each other it's just like all anime gotta RPG like
hobby has it at least a little bit more Diversified I I would say regarding their course uh but yeah it's it's just the way to go like if you're building your second game from scratch you're doing something wrong you shouldn't be doing that that that's just not not good and and people will just be more faster than you will be left behind and your studio will die I'm sorry to say it like that but that that's the reality we're pretty much facing um yeah so Miho is another great example of this kind of templatized just game on that progression maybe after the don't want to say failure but I would say a little bit of a disappointment of Z Zone zero maybe they will reconsider now uh what they're going to release next but uh yeah we'll see it's just that these games are just so much manow hungry and keep in mind Mi is like what five to 6K people or something like that so GI CH content and like their even pipeline is I think the
biggest pipeline in the world regarding the liveop so yeah without the templates it wouldn't basically work um yeah last example I have here regarding templatized byka uh which is their Domino dreams game and then their Disney solitier game which again uses the same progression as a template even the same layout same UI pretty much and and it's a little bit of a going into that direction they're not there yet but just saying that some Western developers are already taking notes here and doing the right thing to do and this I think is the right thing to do okay uh yeah we run out of Palante pictures with Saruman um so this brings me to the end of this so to summarize this um all of these trends that you see there is pretty much um consolidation of bigger requirements for Success where again you need to be fast
you need to be iterative and you need to be very adaptive to catch those Steam games or PC games and translating into Mobile a lot of expertise is needed you can just like copy blatantly one to one doesn't work uh same goes for the Casual genre iteration like you can just you know you need to reinvent the wheel Lally and that's what happens with these guys and uh yeah templatized you're kind of kind of far behind already sorry to say it like that so try to kind of look into it if you can salvage something that you don't have already uh and yeah I think that's it for this year I think it's going to be a very very interesting GE a lot of games are coming into the market that are kind of very expected and especially very excited for like fingertip Warriors for instance that's coming from China the 2D arcade Idol Forex game that's already been released on mobile but not English version
there's um musuma there be coming to the West um which is the Japanese um horse girl kind of racing game coming to the west then there's dungeon and fighter hopefully going to gets adapted into English translation pretty much the biggest mobile game there is which did 800 million in it's lunch mon in China so can't wait to get the hands on that game and yeah I guess pretty pretty exciting GE so yeah that's it thank you very much uh if you have any questions or suggestions feel free to join our select Channel and yeah see you in the next episode bye-bye [Music] [Music] [Applause] he [Music]
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Distilling the key insights…
Two & a Half Gamers · 2026
Two & a Half Gamers · 2026
Two & a Half Gamers · 2026
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