
Unlocking the Secrets of Color Block Jam: The New Puzzle Sensation
We dive into the mechanics, revenue, and market positioning of the new puzzle game Color Block Jam by @rollic-games We discuss its gameplay design, ad revenue potential, user engagement, and competitive landscape while also exploring future prospects and user acquisition strategies.
The discussion highlights the game's deterministic nature and its appeal in the mobile gaming market, alongside insights into monetization and retention strategies. Color Block Jam review shows the Color Block Jam gameplay and walkthrough of levels while discussing revenue potential.
Color Block Jam is using altered gameplay in UA + Creatives. Good start!
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/hdB9vlg5Hdo
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Chapters
00:00 Introduction to Color Block Jam and Revenue Insights
04:45 Gameplay Mechanics and Design of Color Block Jam
09:49 Ad Revenue and User Engagement Analysis
14:55 Market Positioning and Competitive Landscape
19:56 Future Prospects and Retention Strategies
25:00 User Acquisition Strategies and Creative Trends
29:54 Conclusion and Final Thoughts
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Takeaways
Color Block Jam is generating significant daily revenue. Already at 150k/day and growing.
The game features deterministic puzzles that enhance player engagement.
Ad revenue begins after level 14, impacting monetization strategies.
The game's mechanics are similar to other successful puzzle games.
Creative trends in user acquisition are shifting towards harder gameplay.
The game's success relies on effective monetization without compromising user experience.
Future updates may introduce new mechanics to enhance gameplay.
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Full Transcript
per day right now, which would be 55% of the overall revenue.
So overall revenue so far is $665,000 since launch,
and it's earning about 50k a day.
So 110k a day if it's 200k DAO.
I think it's more.
So let's go by 300.
Should I increase the numbers a little bit?
Yes.
300k a day already?
No, 300k a day.
No, no, no.
DAO, DAO, DAO. I think this game makes No, 300k a day.
DAU, DAU.
I think this game makes like 150k at least per day. We're the two and a half gamers, the midnight crew Talking UA adverts and game design too Matej, Felix, Jakob, bringing the insight We're rocking those vibes till the early daylight Matej, UA, master eyes on the prize Tracking data through the cyberspace skies Felix acts colors like a wizard in disguise Jakob's crafting realms, lift us to the highs Two and a half gamers talking smack Slow hockey stick, got your back Ads are beautiful, they light the way Click it fast, don't delay Uh- Matej Lansarić.
I am from Bratislava.
And tomorrow I'm driving to Tarnava to check out my donut shop.
Today, oh, we are talking about special games.
Wow. Jesus Christ.
Yeah, thank you very much for the intro.
Team personalization is great. I don't fucking care.
Where's the French accent coming from? I don't know, but thank you very much. Welcome.
My name is Matej Lanceric. I'm Felix Broberg.
And we are your hosts. Okay, so we are going to talk about Color Block Jam, which is...
Hottest new puzzle game coming from, of course, not Vietnam, but Turkey. And what else comes from Turkey? Our subtitles.
So tune in. If you are listening to this in Vietnam, Korea, Russia, any other Russian other Russian speaking nation or Turkey don't forget to go down here click and read our two and a half gamer subtitles let's get back to this amazing content that's it we should put a sign because you know if people have problems in English maybe they don't even understand what Felix is now saying.
No one understands what I'm saying.
That's true.
Not even God understands what I'm saying.
But you know what people understand?
Money.
And today's episode is from you.
It's like smooth chills.
It's to happen more.
It's basically PBX Partners.
Thank you guys for sponsoring this episode
because this is the simplest and the most effective
credit line for marketing.
If you're scaling your business,
if you are in Turkey, Vietnam or wherever
and need funding, PVX Partners, here we are.
So go to the pvxpartners.com
or just check the show notes.
No equity dilution. So you don't really need to sell your soul or give up any piece of your company visit pvxpartners.com and see how they can actually help you grow your business so it's not chill it's just you know saying thank you very much guys for uh support and apparently it's already working so uh thank you very much listeners this is exactly we connect you with the sponsors because we don't really take all the sponsors only those that we actually trust people tried we declined we declined definitely how many, crypto things have we said no to?
It's kind of funny.
No, no, no.
You get in and then you get two more under you
and then you'll get a piece of that.
And then, no, no, no, it's not a pyramid.
It's more like a triangle.
It's a magic card.
It's a magic card.
I mean, I wasn't really referring to the NFTs,
but it also has three letters
and it's not NFT, but it's kind of almost the same. It goes really well with MMP.
Oh, wait a second. Let's go.
This game. Oh my God.
It's actually quite hard. It's so easy.
It's not easy. Levels.
Yeah.
Jakub, your browser needs screen sharing permission.
So just figure it out.
I know.
It doesn't mean to do anything.
I know everything.
What are you? Very hard one.
Very high levels.
I'm 18.
48.
Nice.
Okay.
Yeah.
This is really cool. Color block jam from Rolik as Felix mentioned it's one of those super super good deterministic puzzlers deterministic meaning that levels don't change between restarts which is very important very important fact.
Very, very important. Think twisted angle or screw jam.
Yeah, they're becoming the masters of this category, by the way, like deterministic puzzles. It kind of really shows there that they know how to do it.
And yeah, I think we have another hit from them to kind of look through. So let's start.
I guess it will be a little bit intense because I was just on a very hard level. It's going to be very intense.
Yeah. So how this works is basically, it looks like Lego.
Do you think they're going to get sued for that? I don't think so. It's legal.
As we suggested in the previous episode. It's a Rolex, so it's under take two, so it's under public company.
So the legal team is definitely on it. They wouldn't do random shit and get into lawsuits with Lego.
So no. If it's Lego, it's fine.
If it's Lego, maybe. How this works is actually these are time-based.
I think really twisted angle like that. That's the bread and butter of these deterministic puzzles because you have limited time and during that limited time pretty much you need to kind of work your strategy and you need to fine-tune it between the fails because you need to use that time to really move the stuff so you can't really think about it it that much what you can do is you can think about beforehand like for instance now i can think of let's say i don't know um some stuff is like there's not frozen blocks here like some other mechanics that they introduce later but for instance i know that let's say i can get here probably so like green blocks are probably dead dead here i can really move them or stuff like that.
And I should plan, let's say, what was the first easiest block that I can kind of start and go from there because it's time-based. The boosters are also very similar to Twisted Tangle.
So you have a hammer, which destroys blocks, time freeze, and I don't even know what the vacuum does. Oh vacuums up pieces is really powerful it's the best booster by far it vacuums up pieces a bunch of pieces like three four pieces so hammer is one piece of them use it now it's really good I can use it before I start it yeah I just need to pre-plan at least a little bit.
Yeah, and you move the pieces by literally dragging them around. Similarly, I think to like Twisted Tangle, there's a little bit of like physics, but it's not physics.
They just snap around the board. And the kicker here, because this looks like Sudoku or something like that, but it's basically not Sudoku.
So what you do here is that you need to find these kind of exit points. Shredders.
Yeah, shredders, basically. And shred the Lego and move it there.
And those can be very specific because sometimes there's, like, multiple exit points for the same color. So you need to find like...
Yeah, but there are different shapes and sizes of those blocks. Yeah, and sometimes they have literally like stars on them.
And also you have these on the corners, which is you can go up and down only. Yeah, so some blocks are like...
They, I think, until level 50 i think they added like six already like mechanics like level based mechanics so they added uh blocks that can go only one direction blocks that need to have multiple endings who can reveal itself so this one needs to go to the yellow one and then to the green one then frozen blocks which get uh uncovered by uncovered by... Those are, by the way, very, very similar mechanics to Screwjam and Twisted Tangle.
Those are pretty much, like I would say, again, the set of mechanics used for deterministic puzzles. So...
Why Rain Win the Wheel? Yeah, why Rain Win the Wheel. And again, it was super, super satisfying because, again, it's something that you work your way through.
It's not something that, like, for me for me feels let's say when I play match 3 it feels like a slot machine a little bit where I can have some kind of a tactic and stuff but it's still like you know within the game's reach that if the seed or whatever the candies where like stars align or whatever here is pretty much I think much more more skill in a way that you need to know what you're doing.
If you don't know what you're doing, you just screw up.
Show us.
Now you talk, I play.
Okay.
So maybe when he's playing now,
because we haven't gone over the numbers yet,
maybe I should just talk about ad revenue here, right?
Because it's quite interesting.
So basically ads come on level 14 there's no ads before then i have no idea why rimo is not seeing any banner ads i'm wondering if he's made an iap maybe but we don't want to wait i was i was seeing banner ads but it was blank it looks like it didn't load properly so i think it's a oh wait but there was a placeholder at least on my I'm seeing banners all the time yeah so basically after level 14 ads start showing up interstitial ads start showing up after every single level and they have rewarded ads to increase coins after each level as well uh so basically i'm gonna need a little bit of help here because estimating the ad revenue for this is quite tough because there's no active user base right now so uh this game has been downloaded 491 000 times in the 30 days, but it's really started to peak at 65,000 downloads a day for the last two days. Peak? Wow.
A day. Talking about, yeah, about Turki.
Peak is definitely on the map. You still don't get it, right?
No.
Peak games.
Peak games.
That was peak.
I was in his ad flow, man.
I was in my ad flow.
Sorry, Mr. Ad flow.
Anyway, so yeah, the issue is like how much, how sticky you think this is?
I was going by the estimate that it's about 200,000 DAO currently, but it's rising quickly, right? Do you guys think that's a bit too low or too high? I think that's too low. I would call it...
$500,000 and $200,000 DAO. Maybe a little bit more than that.
I think it's still being pumped up so high that the sensor tower isn't keeping up with the real numbers. Oh, yeah, no.
That's my guess. Okay, and then game time.
How long do you think? 25 minutes a day? I think more. I had one session because I recorded this play, this gameplay for my ASMR Insights episode and I had just one session with just 10 minutes and I played today like 3 or 4 times already and I really like it, it's definitely something else and it's quite new and novel so I think yeah that will complete, there you go.
Yeah. 2x the coins, 2x rewarded.
Let's see who's showing. Ah.
We're warriors. On the river.
No, no, no. This is top heroes.
Top heroes on the river. I said that.
Yeah, you, Felix, Felix didn't. Anyway, so if we assume 25 minutes of gameplay, which is a bit lower than we think it is, right? And let's say each level is two minutes.
So if you're beating a level, that would be 12 and a half interstitials. So somewhere around there, since basically probably the session times are longer.
So let's just say 12. And that means also with banners, that means you're probably showing 120 banners.
And that means with three rewarded ads on average, which means currently if it's 200,000 DAO, this game is earning $27,000 per day right now, which would be 55% of the overall revenue. So overall revenue so far is $665,000 since launch and it's earning about 50k a day.
So 110k a day if it's 200k DAO.
I think it's more.
So let's go by 300.
Should I increase the numbers a little bit?
Yes.
300k a day already?
No, 300k DAO.
DAO, DAO.
I think this game makes like 150 at least per day.
You think so already?
I think so.
Okay.
Yeah, I'm kind of...
It's an educated guess.
Obviously, I don't know the numbers, but from the discussion I had...
But if you look at the geos as well, it's really strong in Western Europe and America.
It's exactly the geos you want.
Yeah, exactly.
It's really strong traffic, which I increased ECPMs to like that.
So if it's on 300,000 DAO, this is $42,000 a day in ad revenue or 66% of the overall revenue.
So that's like the kind of thing.
You can change the equation that much, yeah.
Exactly. So how much are yeah.
More than 100. Yeah, it's definitely earning more than 100k a day this game so far.
The thing is, look, it's new. Let's just take our sadness multiplier, which is usually 1.8.
So, let's do the math. 1.8.
It's like it's 50k per day so let's see and you say 60k day notes without multiplier yeah this is without multiplier so let's say 51.8 yeah as I said 150 per day that sounds reasonable I think so how long before the state of Vietnam with his mega devs wake up and this is two weeks it's already done what are you talking yeah this is out from november but uh scaling only from like let's say visible on the map somewhere like christmas eve let's say the the initial message i got from a very good source. Are you guys ready for 2,472,000 copies of ColorBlockChamp? On Tuesday.
That was on Tuesday. So this is definitely happening already.
I'll show you why. So these are the numbers.
Click countries first before you do that wanted to show you this this is the blog category and it's IP revenue remember we did the blog blasting which is dominating the downloads but if you go to revenue there's pretty much nothing behind it like everything because we were talking about block blast and suddenly, oh, wait a second. Have you seen this? Oh my God.
What is this? What is this? Can I give one piece of thing that when I was playing the game that annoyed me, you know, like when you have the shredder and the block, I just want to drag it really quickly. So it flies out quickly through the shredder, like, but it doesn't allow you to do that.
It's always the same speed. If I could really quickly also like push out the bricks, I would really like that.
Oh, double colored block. Double colored.
Yeah. Wow.
Interesting. I still think like they did very, very well.
We already had this thing, I think Mob Control, was it, where they were using this Lego visual? Oh, use the vacuum cleaner, Jacob. Show the vacuum cleaner.
Click some blocks. All of the one color, yeah.
It was super powerful. Super power.
well yeah there's not much metagame unfortunately there is none yeah I think I think they will again they have this metagame on their you know template or whatever screw gem or twisted tangangle so I guess they'll add into it because currently there's just the battle pass book pass of course amazing so they have this and I didn't see anything even like basic personalization there's nothing into it so my guess is we're going to see the usual kind of hybrid casual modification of royal match meta the twisted tangle and screw jump sports so live trigger events with bots like letters and like i don't know multiple like reinforcement events that just drive you to kind of continue playing. So that's going to be there pretty soon.
And then maybe some kind of progression with blocks visuals. I don't know how that works for Twisted Tangle, where you can have like different things there.
But I probably won't work for this because colors are really important. So just, I would just do collectible album, honestly.
Like this, that mechanic works on progression. Yeah, you if you actually go to youtube and and click blog jam level whatever i'm just seeing color blog jam level 219 and it's it's basically the same it's just uh the gameplay looks way different well not way different way different, but way more features.
Because I'm wondering,
but the menu is the same, so there's nothing else because I was thinking there's
something
really different
on that level, but man, my God.
Mr. Sonic
O-Ring is our hero.
He's, ooh, wow.
He's playing a lot of games. Yeah, Sonic O- Oring.
Sonic Oring, here we go. So see, this is the...
Oh, wow, what's this? Oh. Oh, it moves.
Wow. Interesting.
Very nice level. But you know, this is the thing.
You don't really need anything else for a great puzzler. You just need a great level design with super good mechanics level curve.
That's it. But look...
For the retention, not monetization. Okay, for retention.
But imagine this. You are the target audience.
Would you rather play this or a royal match? You're're not the target I don't think so royal match is the target audience of this why not this is deterministic puzzles those are different oh fucking hell like which maybe audience think about it in this way but I Man, you're underestimating those people. You think
match 3 is the same as every match 3?
It's not. But it's the same
audience.
It's big,
casual, puzzle audience.
There's overlap.
Of course there's overlap.
But it's not the same.
I'm not saying it's the same.
I'm just asking the question.
It's basically you're saying people that play Travelal Time also play Royal Match they play yeah there's no I'm not saying all of them but I'm asking if you would rather play this Royal Match I would rather play the fiddle than listen to you guys argue more so let'm just trying to figure out what's the future of this game? What is the long-term retention? I think it's too niche in order to get a royal match big. It still can get very big.
Hexasort big. Like $200 to $300 million run rate a year.
But that's it basically. So...
That's a quarter of a billion. Yeah, but...
You're comparing it to Royal Match, man. Yeah, okay.
Okay, then... I lost my thought now.
You're moving on to UA. It's your expertise.
No, I'm not moving to UA. I'm not moving to UA.
It's not that much things anyway. I'm just trying to figure out if...
Whatever. Maybe it's...
Let me finish just with this thing. This is, by the way, part of that problem and part of the strategy that Roelig is doing.
If you look at Roelig portfolio, Roelig has a lot of these games that are making like 400K a month,
400K a month, 500K a month,
one million a month.
This is just iOS.
IIP.
And this is Android.
Only IIP.
Yeah, only IIP.
So 2 million a month on Android,
5 million a month on iOS.
So 7 million a month in IIP only.
And that's Roelig portfolio only. So double that or triple that for ad revenue at least.
Yeah, exactly. This is the thing.
They don't need one giant game with giant cost and everything. They'd rather have 10 smaller games that produce very stable and good revenue.
I get that. But these 10 games are going to be way smaller in five years.
Royal Match is not going to be way smaller in five years. It's going to be way bigger, I think, right? Okay, it's going to be stable.
Let's say stable, but not a heavy decline. These games in five years are definitely going to be.
Actually, a Royal match could be attacked by someone else
or some kind of thing.
Basically,
Matti is saying that these games
have shorter life cycles.
Yes, but they come also
much faster than your next Royal match.
That's true. Okay, fair enough.
It's like comparing
a car
to a
submarine.
If you want to move from point A
to It's like comparing, you know, like a car to a submarine. Jesus Christ.
If you want to move from point A to point B, both works. But one is underwater.
The other one is on the road. And if I want to just...
What the fuck was that example? Jeez. It's just different conditions, man.
They have different skill set. These guys won't be able to do a royal match.
Maybe. What if they are trying to move there? I'm not saying they are, but what if? Why? We just had the episode.
No game was able to do the same thing for the last three years. No one wants to hear us argue.
They want to see UA creatives. Just shut the fuck up, please.
We are actually discussing things if we can. You know, it's not like, oh, we do this and then we could.
I'm just literally like, I want to ask things and I'm really curious to hear. And now you interrupted me again and then lost my thought.
Thank you very much, Phoenix. You go and you show the fucking UA.
Please, be my guest.
Oh, come on, man.
Seriously, I mean... They won't be able to do a Royal Match
because Royal Match, again, requires a skill set.
Same as Dream Games won't be able to do
these fast, deterministic puzzlers
that can get so fast done
and so high into the grossing charts.
It's just different skill set.
Don't ask people that make, I don't know,
something to make something completely different.
Why would they?
Fine.
I was just curious, but okay, fuck you both.
We can move to UA.
Thank you very much.
I'm okay with the discussion.
Yeah, you're fine. Thank you very much, Felix.
okay with the discussion. You're fine.
Thank you very much, Felix.
Really.
You're welcome.
Give me the fucking screen.
Because there is not that much
stuff to look at because we are super
early. They have five videos.
Thank you very much. This is the end.
Seriously.
My God.
Thank you very much. This is the end.
Seriously. My God.
Jesus Christ. What do you think you will see? This is a hybrid casual game with super low CPIs because how it looks like it's Lego.
Yeah, so it's the core gameplay is the creative. Yes, we just talked about it in the Blockblast.
This is going to be exactly the same, except the Blockblast, it's quite different scale. And this is very early.
And this is it. It's iterations of this, what you're seeing at the screen right now.
So listeners, it's gameplay. There you go.
It's gameplay and it's variations of gameplay
because this gameplay has really low CPIs, apparently.
Oh, not apparently.
Let's talk about the Lego stuff.
So do you think this is done because of the Lego thing?
This reminds you Lego right away.
Is that correct?
Yes.
Yes.
100%.
Thank you. This is done because of the Lego thing.
This reminds you Lego right away. Is that correct? Yes.
Yes. 100%.
People, as soon as they're seeing something very familiar. Oh, my God.
Yeah. Oh, this is Lego.
Great. Nobody cares if it's not Lego in the end.
people go there and then just click and play.
It still kind of really looks like Lego.
And they even have one creative word.
Fuck is it?
Well, I actually found it in here because I had to go to this Facebook.
Facebook, great stuff, because they are literally saying, can you spot the old Lego out? That's amazing. Which is a great, great trick, right? Like you, oh my God.
Oh, what a typo. People don't read.
You see L-E-go. Yeah, of course it's Lego.
Jesus Christ, this is perfect. So they're using all of this.
I mean, it's a lawyer sitting somewhere in take two and being like. Is that true? I mean, no, I don't think like.
I mean, it's creative. You can put whatever in here.
All of these creatives. When I was looking at the creatives, it looked for I was really like how does this even work it looks really hard but that's it yeah we're making impossible puzzles in the creatives the way to go gameplay as well right because we found out in the previous episodes of our creative trends and also not even creative trends, but the episodes that we like review games,
people love hard stuff.
It's great.
Like it's a hard game
and people like to solve this
and it's exactly what they're saying in the creative.
And also you have these emotions
on that Lego blocks,
which is great.
I really like this.
I mean, I wonder
where did they get this from?
Do you know?
No idea. Never seen this.
No, it's in Candy Crush
for a long, long time.
Oh, really?
Yeah, they used the kind of small
funny faces on the
candy space.
What's that one on the right? Is it a real world background? Yes. I never knew anxiety until I played it.
Yeah, well, that's very true. I mean, this is just the hyper casual, well, you said it last time, blueprint, not the playbook.
Fuck playbooks. This is a blueprint.
it's a blueprint like all these different anxiety headlines and then combination with actual gameplay because if you slap a UGC on top of this it's not gonna work it's gonna just increase the the CPI look like here oh no this is, no. Oh, wow.
This is great. This is all hyper-casual trick as well.
They were using these avatars that came into iOS some time ago. People are using them in creatives instead of people because UGC back then wasn't that big or AI UGC wasn't that big back then.
That worked? Oh, yeah. Everybody was using it back in the days.
Well, not everybody, but a lot of games. I've seen it multiple times.
Also, this looks really nice, quite polished. And also look at the different perspectives.
This is top-down, which we saw. This was slightly different.
And then we had also this, which is, I think, slightly different as well. And then again, so it's like this is basically impossible puzzles in the creatives or really hard levels in the creatives.
Obviously, this is all other gameplay, I would say, because they don't have this in the game
again really easy to build
but then what else do we have
we have the frozen levels
which is quite tough
right
no they're not frozen
they have frozen
yeah white background
yeah white background
there's the winter background. Oof, winter, yeah.
I see Sky here, oh my god. Yeah, the old Citroën.
Yes. Okay, and that's...
That's it. That's pretty much it.
Oh, yeah, we footage. Stock footage, personally.
Yeah, absolutely. You don't see the actual gameplay on the phone.
No. Just no movement, nothing.
It's just, yeah, let me film myself and put myself in the footage. Look through the phone and look worried.
Exactly. Yeah, I can't clear the board.
I mean, that kind of checks out. But again, 7,000 variations of the same thing, which kind of, I mean, this...
Oh, Jesus. That was quite loud.
Oh, there's combos. Oh, Jesus.
The sound is quite terrible. Anyway, is this is basically it i'm kind of wondering i can share this tab instead because i mean we don't see okay so there is something okay we're great i was playing the displayable so gameplay you can't move
you can only move in like So there is something. Okay, we're great.
I was playing the displayable. So.
Gameplay.
Those blocks you can't move.
You can only move in like one line.
Yeah, but this is look time-based.
Look, look, look.
Dump, normal, smart, genius.
Thank you very much, guys.
Now I feel quite bad.
But this, yeah, you can. Okay okay swipe to move this one see that's it so you play I mean I can still do all of this you need to focus yeah of course I need to focus Jesus's something.
Welcome to the hell of playing on podcast.
I know, I know, right?
You know if you do this every day, you don't get Alzheimer's?
Oh, that's what I heard.
That's what I heard.
I wonder what's going to happen.
Oh, fuck.
I really wonder if you will make it before the timer.
It's quite easy.
Yeah, I mean, I won't.
Maybe I will.
I'll see.
I mean, it's very fun gameplay.
It very sucks you in, huh?
Yeah, absolutely.
Very satisfying.
Oh, Jesus.
Oh.
Oh my god, they put
Thank you. Absolutely.
Very satisfying. Oh, Jesus.
Oh, my God.
They put a really...
Almost.
I failed.
Anyway.
We have all of these.
Oh, is that wooden parts?
Yes.
Ah, not wooden parts. It's just like wood background.
and yeah it's the same it's the same same level have you it's the same so now we should be able to win it this makes even harder yeah it's much harder Definitely. Anxiety.
Anxiety?
Is that a new UA trend?
I said, look, man, this is just a new UA trend I said look man this is just the classic UA trick from the past where it was wood blocks no the anxiety the headlines over there what's the rule by the way regarding these playables? I mean, like, when you structure them,
try to do them.
Is there any rule?
You need them. That's what he always says.
Yeah. You need them.
Okay.
It doesn't matter, like, what time?
Like, as big as possible?
Like, user time in them?
The fucking music.
Okay. So what was the question? Sorry, I was really focusing on the gameplay yeah if there are any best practices regarding if you're doing playables from your gameplay I don't think there are any there are some best practices but it usually changes almost every month and And people used to say, if you use fake playables, that's bad.
Now everything is fake or then there is gameplay. You know, Gonzalo from Boom It said they really leveraged the long playables.
So you played playable for a long time. I mean, I would be actually playing this for longer then.
If they didn't cut you off. Yeah, yeah, exactly.
For sure. But I'm definitely dumb.
So it's one, two, three, basically four playables, which is not bad actually. Oh, there's more.
A little bit more, which is nice. So at least Uplovin is definitely their biggest channel most probably they're mediating there for sure so yeah it's absolutely their biggest channel and then if you go to Ademob just one video that I saw it's one minute long oh my probably it's just two oh no it's one long it's the same one it.
Yeah, it's the same. It's just quite early because everything here is just, oh, no.
It was only one alive for a day. So, I mean, we are most probably missing some networks here, but, yeah, it's Facebook, Unity, Inmobile, okay, Digital Turbine, Uplavin, Facebook facebook yeah classic classic
stuff for the launch I think
this is exactly what they do with all
their games I think we did
this twisted thing and screw jam
as well
so end of
Q1 how high do we think this is
if my
this is on
150 now it's probably gonna double
from here at least
Thank you. 150 now it's probably going to double from here at least I would say 250 yeah I would say 250 so 300 is where hexasort is at right so somewhere around there it was 500 before that's the thing but here here we go.
Look, this is January. They just launched.
I mean, they need to be doubling the revenues. Quickly as well.
Before Vietnam comes. The HECSR is doing like 90k a day IAP currently.
And that's 70% ad revenue.
Yeah.
Still no rewarded app open interstitials though. I don't know why Rolik
hasn't tested this ad unit. I would love to
also
the
gameplay ads
the blocks you can
unblock the exit point with an
ad for example or something like that. Yeah, there's no on-board ad placements.
What? Guys. Guys.
Extra exits if you watch a rewarded ad. Deterministic puzzles, IAP spend.
What are they going to do? Destroy your conversion? Tell me about it. In Indonesia?
Yeah.
This doesn't work
like this.
Works for Candy Crush.
Now, this is not Hexasort that won't happen
this way.
Fair enough.
Well, we have a standing invitation to anyone
from Bollock to come on the podcast.
We have heard that their what's it called? Ministry of Truth is very difficult to work with.
So you're always invited if we can get the Ministry of Truth to give your approval.
Yes, definitely.
Yes.
So, yeah, I guess that's basically it.
Thank you very much for listening and join the Slack channel.
Also, there's a merch, 25gamers.com.
I don't know. I guess that's basically it.
Thank you very much for listening. And join the Slack channel.
Also, there's a merch. 25gamers.com.
You should definitely go and check out the hoodies, t-shirts and all, and socks. Socks as well.
Easy. There's going to be a new collection soon because we changed the logo.
NFT socks? NFT socks, yeah. yeah NFT socks, pretty much instead of NFT socks
thank you again
see you next
time, join the Slack channel
share the episode
and play
bye play Colorado program bye go Music Music