Live Game Review - Hole People by Rollic Games

51m

In this live session, the hosts discuss various aspects of game design, gameplay mechanics, monetization strategies, and the future of game development. They provide insights into the gameplay of a specific game, analyze its mechanics, and compare it with other games in the market. The conversation also touches on audience engagement and upcoming events in the gaming industry.

takeaways

The live session format allows for real-time audience interaction.

Gameplay mechanics can often be misleading in marketing.

Deterministic level design enhances player experience and engagement.

Monetization strategies are crucial for game sustainability.

Comparative analysis helps understand market positioning.

Future trends in gaming focus on user engagement and innovative mechanics.

Audience interaction can provide valuable feedback for developers.

Events like Gamescom and ChinaJoy are important for networking.

Game performance metrics are essential for assessing success.

The gaming industry is evolving with new monetization models.

titles

Exploring Game Design in a Live Session

Gameplay Mechanics Unveiled

Sound Bites

"We are live!"

"This is a game changer!"

"We need to have a soundboard!"

Chapters

00:00 Introduction to the Live Session

03:07 Gameplay Overview and Mechanics

07:15 Game Design and Difficulty Progression

10:01 Monetization Strategies and User Engagement

12:52 Comparative Analysis of Game Performance

18:37 Future of Puzzle Games and Market Trends

28:10 The Scale of Game Revenue

30:16 The Evolution of User Acquisition Strategies

32:56 Insights on Game Development and Monetization

39:21 Analyzing Game Performance and Revenue Projections

45:41 The Future of Game Development Strategies

---------------------------------------Matej LancaricUser Acquisition & Creatives Consultant⁠https://lancaric.meFelix BrabergAd monetization consultant⁠https://www.felixbraberg.comJakub RemiarGame design consultant⁠https://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠lancaric.substack.com⁠⁠⁠⁠⁠⁠ & sign up for the Brutally Honest newsletter by Matej LancaricLatest article - https://open.substack.com/pub/lancaric/p/stay-ahead-in-ua-for-2024-my-top?r=7qqaf&utm_campaign=podcast&utm_medium=web&showWelcome=trueDo you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

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Transcript

Yeah, honestly, how many creative concepts we have seen?

Four, five?

Yeah, five makes maximum.

Yeah, it's exactly for that type of scale with like two mil a month.

Or is it two mil a month?

More, more, more, more.

Yeah, like

yeah, like what would be like the the actual daily revenue is what like a hundred thirty, hundred fifty.

So to get it come on, like it's it's ninety K in a sensor tower plus twenty percent ads and it's plus it's getting plus multi yeah sadness multiplier so I would say 150 that could be definitely

this

it's 4 a.m.

and we're rolling the dice Matei drops knowledge made of gold and ice Felix with ads making those coins rise Jackup designs world chasing the sky with the two and a half gamers the midnight crew talking UA adverts and game design too Mate Felix Shaku bringing the insight we're rocking those vibes till the early daylights on the prize tracking data through the cyberspace skies Felix acts colors like a wizard in disguise Jack Jackupscraft Rells lift us to the highs.

Two and a half gamers talk and smack.

Slow hockey sick, got your back.

Ads are beautiful, they like the way.

Click it fast, don't delay.

Uh-huh.

Uh-huh.

Uh-huh.

Uh-huh.

Uh-huh.

Uh-huh.

Three people waiting.

Yeah.

Oh, we can go live.

Which is me, Mate, and Felix.

No.

I don't think so.

I don't think so.

I don't think so, but here we are.

Yeah, we are live.

Thank you very much.

That would be pretty good.

Okay.

Sending everybody in our channel that we are live.

So, hello, everybody.

This is two and a half gamers live session.

Because why not to do the usual game review, but this time

actually live and with your comments, questions, whatever else.

So it's a little bit more fun.

I'm looking very grainy.

That happened suddenly.

It's okay.

Don't worry.

You are actually.

Yeah, I see.

You should buy a CSE.

Maybe.

Yeah,

let's just not do the usual stuff because nobody cares.

Here, people are actually care about us talking about the game.

And today we are talking about

whole people.

Hey, looking forward.

It's scaling like crazy.

So, again,

here we are.

My name is Matteja Ancharic.

I'm Felix Broberg.

And I'm Jakubremier.

And we are

your

host.

We're getting there.

That was pretty smooth.

That was pretty smooth.

Okay, so we should talk.

about the game and you should actually show the gameplay as well.

Yeah,

because

I was going for some comments and they're like, 19 minutes, finally, I see the gameplay.

Start with the gameplay, I guess.

Yeah, it's like, okay, yeah, we can start

with the gameplay.

And also, can you just kind of reload the game?

Because this is not only by Rolek, but it was published by Rolek, and there's the company behind, which is a developer called HyperApp, if I'm not mistaken.

Yeah, so kudos to the developer, obviously, and to the publisher, because last time we talked only about rolling games, but there was also Super Blast Games, guys.

You did a very good job by developing the game that we talked about, which was Night Out.

So, Hyper Up.

Nit Out, not Night Out.

Night Out is when you go on Friday night.

Yeah, no, no.

I was already thinking about that.

I see where you got confused because

Night Out is really cool, so it could be a Night Out, right?

Night Out, yeah, yeah.

It was NIT.

I was already thinking about Friday, it's knit out.

Yes, I'm happy that somebody's joining the wagel club.

Yeah, yeah, yeah, yeah, yeah.

I was already on Friday.

Fucking hell.

Jesus Christ.

Okay.

All right.

Okay.

So, gameplay first?

Yes, please.

Okay, let's do gameplay first.

Okay, so

typical Aerolic template, even template main menu.

I think they just use this all over the place for their puzzlers.

So let's start, I guess

uh incidentally this game is much less about the whole mechanic than i thought like i think it's literally just because of marketing purposes of raw cpi like that that that's like that's what i take after playing it because i was like oh great it's gonna be some kind of derivative of whole i o or all in whole or something no nothing you just like like this could be literally like a shape of anything or or whatever that's it

but so the shape of anything doesn't really matter, it's whole, and I guess it's whole exactly because of the UA.

Yeah, because of the UA.

Everything will have a high CPI.

Because what happens is that, and this, by the way, this took me a few levels to even understand what's happening on the screen because there's so much happening on the screen.

I was just randomly, I was randomly clicking, like, oh, this works perfect.

And then it's like, what am I doing?

Yeah, because if you click on the actual people, the avatars, in like, I guess those are the same assets from like Bus Jam or whatever, like

usual people mass.

So you can't click anywhere here, you can just click on the holes themselves.

So once you click on the hole, it consumes these guys and then a UFO comes and drops them into the hole, actually.

So that's the first way they get there.

Obviously,

the other very important fact, which I learned later, is that

not only the UFO drops these guys, but there's another UFO who drops the excess guys that didn't fit into the hole.

And this is this, this is the most interesting part about this whole thing.

Because at some point, I was like, that's the puzzle.

That's the interaction, basically.

Because at some point, I was like,

this is pretty much knit out.

You mean night out in holes?

Yes.

It is.

Yeah, it is.

It's the same thing.

Yeah.

It's like...

All the other things that you see here are pretty much in the shape of knit out.

It's very, very similar.

But this one thing that dropping stuff

on the bench, like you don't pretty much

excess stuff, excess stuff drops on the bench.

That thing, that's the big iteration here, which has fatal consequences, pretty much.

Because at some point, as you said, like you were clicking on stuff and stuff was happening, and it was great in the beginning because the difficulty was super easy.

But later down the line, I was like, why did I lose?

I literally got this feeling, like, why did I lose?

Because I,

said there was a blue hole, I click on blue hole, it consumes blue people, they drop here, it was finished, and then you lose.

Because there was this other UFO who dropped the excess people on the bench, which they couldn't get anywhere, and then you die.

So, yeah, we'll get to this scenario.

Pretty much, I

kind of learned how to play this in the level three.

And then, yes, if you if you run out of space, then you're fucked.

But it's not that hard.

It never says this mechanic.

Sure, but I mean, can you just understand?

Like, if all of these four

tabs are full, then of course, like, where what would you do?

But you can still have moves.

Normally.

You can still have moves, but you need to move all the players that you have in those two holes at the top, basically.

Yeah, but you need to.

Because

it goes directly there.

The thing is, you need to move the exact amount.

That's

right.

And it never says.

Because the moment you just matching colors doesn't make it.

That's the thing.

Yeah, but I think you can you can count like how many of the kind of people is

points, not percentages on those yarns like last time.

Yeah, so what we're doing is we're pretty much clicking on these holes and consuming these guys.

Uh, and then we have a random uh by the way, all is the deterministic, I check it out.

It's not random, like the levels are deterministic.

So, the moment I load it back, it is the same.

So, again, Rolling's expertise in deterministic puzzlers.

Even Nita was deterministic.

Yeah, it seems so.

So, everything is deterministic here, which is great in my opinion, because it just proves that they have very strong level design.

They can do a lot of levels, and it has this self-balancing curve of you getting better at the level eventually, which is good.

So, and there's no time, by the way.

Exactly, yeah, that's why I love it.

Yeah, yeah, that's very good.

Okay, so you get to this position like I did pretty much, where you see that the matching colors are pretty much blocked and here's the real puzzle.

You need to start unlocking space on the ground here and use to using your free space on the bench in order to even be able to move stuff with the puzzle like this.

So that's that's that's the beauty of it.

And then comes really the hard part, like this is an easy level, so this this shouldn't be a problem, but let's say level thirty or level twenty nine, those were really, really hard because at some point I literally had to like I don't know how many moves I had to count and recount in order to be able to just like finish the level because it was just so hard.

So

your every move pretty much depends on how good you can order these guys.

Because as I said, once you go over the matching color number and they go into excess, they fill out your bench and then you're fucked.

So

it's interesting that you are kind of loading the new feature with each other.

Yeah, but by the way, this is not a a new feature, this is new level mechanic.

Yes, yes, yes.

That is

so much.

It's really good.

Yeah, it's very good.

And they completely, you know, they have these simplicity menus where there's nothing in it, not even the basic loading picture of like stupid points or something.

And they just load the new mechanic.

But that's what you have there, like in all the hexaswords and block gem 3D.

Like you have a picture and you get random points, and you get those points and you get the picture, and that's it.

And nothing.

It doesn't have any effect on the gameplay.

Here, at at least, you have a mechanic, so that's good.

Yeah, moving on, I guess you get the interstitial, or we didn't.

Oh, yeah, we get it.

Of course, it's

almost every after every time.

Yeah, but very

interesting, very interesting thing here is I got interstitials after level 36.

What levels do you guys get it from?

What?

Almost.

Obviously, after like 10.

Yeah, somewhere like teens.

Teens, I got this.

I have a theory here.

What I think they're doing is because rewarded ads

the rewarded ads, what they do is they load that, right, from the first, I think it's like the first

fifth level or something like that.

So I have a feeling what they do is they take the ECPM of the cached value for the first use, for the first ad that's loaded, and then use that data to decide how quickly you get an interstitial loaded for you.

Pure theory, but seeing that we all have it on different levels.

So what you do is you take the cached ad for for the rewarded, you look at the ECPM value on a user level.

If it's a super high ECPM, you push back interstitials because you lose it.

It's also a sign that it's a IAP user or a user that could make an IAP.

And then you push back the interstitials further on.

Okay.

But

are you a big whale?

I would actually assume they would push my interstitials later, not yours, just to be honest.

Yeah, who knows, right?

But there is some kind of difference, right?

Because also, like, I'm playing from Portugal, which I guess is not like the richest country in the world, right?

So, yeah.

Yeah, because Slovakia is absolutely the richest country.

That doesn't make any sense.

But there is some difference, right?

So, how they monetize users is definitely segmented some way.

I know Rollock is not telling, but there's definitely something clever going on there for sure.

For sure.

Like, they're doing this for the, I don't know how many times.

Like, yeah, but like, today the revenue on IIP side is scaling like crazy, yeah, yeah, but but based on the download volume, I wouldn't say that the ad revenue is any

like

it's not big, yeah, it's not big, yeah, it's not like 20% max.

Yeah, like I think from the point of colour blockjam, they're just pretty much going very straightforward through these heavy IP-driven puzzlers, and you just said so.

Did you guys get banners by any chance?

Because it says it in the remove ads, IP,

but I did never saw them and couldn't find any videos with them either.

Oh, me neither.

I was yeah, I read the the no IIP no ads pop-up and it was like I removed banner ads, but yeah, I haven't seen any.

The the interesting thing is which is looking like it's the new blueprint for how they do these puzzler for the ad side, right?

Is that after oh kitty sorts I love that game anyway, after they do um

after they show the first interstitial, they have a like a pop-up that covers the whole screen, which tells you that you can remove ads.

So it's a kind of a change that we saw, same thing in Impulse, but it's just less in

your face more, and it's only once.

So I guess it must be a relatively good conversion point because as soon as you see an interstitial, you also remind you can remove them.

Yeah.

And same thing on knitout.

Here was.

By the way, am I missing something here?

On the top of the bottom.

It's a hard level.

Hard level.

It says hard level.

But like this is the ribbon.

Button without something.

Just a ribbon.

Just a ribbon.

Since it's a hard level, can you show the boosters now?

Yeah, yeah.

So, first booster is an extra slot.

This is the one that creates a rainbow hole which sucks out all the colors.

Wow.

Speed up the thing.

And then this one was...

What was it?

Yeah, just goes down.

You didn't even use it.

You didn't even use it.

Okay.

There we go.

Yeah, if I want more.

Oh, they're super pricey.

Of course, there we go.

Yeah, I can even buy more.

So this is a hard level.

This is the one I've been telling you about that you really need to don't go now methodically because literally one bad move can kill your flow pretty much.

Ah, not one bad move, but multiple bad moves and then you're fucked up.

At some point it gets to one bad move.

And

you you you get stuck like super fast and then pretty much and and the interesting part is that when your bench is stuck, you don't even know it.

And and and you're already kind of dead at some point.

So it's yeah, because you click then and it's like, oh, wait a second, yeah, yeah.

Yeah, the interesting part is that, like, a lot of times, you can't even

show the viewers that at some point you click on the colors that are stuck, so it cannot vacuum anything around them, so you need to unblock it by sucking the other colors around it.

Yeah, but you need to do green and pink.

Yes, so green is also blocked, Yeah, but pink is not and then you unblock green right away.

Yeah, there we go.

Yeah, I think I'll show you the

excess problem.

Oh yeah.

So

the interesting part is that basically this game is knit out with this with this like mass people iteration.

It's like exactly the same.

Like literally the same.

from systemic like game design standpoint.

Yeah, you just it's kind of like even the mechanics

here on the bottom are like the same, like it's same color block gem like

stuff spitting out stuff that you don't know, frozen stuff, stuff without color until you touch it, yada, yada, yada, all these other things.

Like it's exactly the same kind of playthrough here on the bottom.

And then you have again, same conveyor belt style like assignment that you need to fulfill.

And then you have bench in the middle.

Like it's exactly the same with the with the only thing that like again yarns go directly here and they consume stuff on the top.

Whereas here these go directly here and the excess then

gets there.

So this one is definitely deeper and maybe even that's why even the revenue is better a little bit.

So a little bit mean like 50%.

Yeah.

But it's just like, yeah, it's just like, I'll show you the graph and you'll see that it's pretty much very, very similar.

It is enough.

I guess we get also this one because we use the booster, so it won't be that hard in the end.

Because we broke the level design complexity.

There you go.

There we go, and we go with frozen stuff.

By the way, I think it's way more valuable to actually watch the rewarded video rather than just

be stuck on some of the interstitials.

Although it's not like exactly 30 seconds, but usually it's more, but still.

Yeah, so this is what I call the placement convert or die, where essentially if you watch the rewarded ad, you get the reward and you move on.

If you don't watch the rewarded ad, you get an interstitial ad, which conditions you over time to just watch the rewarded ad because you're going to see an ad no matter what, and it's better to double it.

Exactly.

Yeah, yeah, yeah.

Yeah, okay.

So,

uh, whole people,

regarding the charts, revenue, and downloads, uh, if we go here,

um, it started in March

and then it

went all the way to 90k IEP

a day.

Which is interesting.

Yeah, last week.

Downloads-wise, as I said, if you look at it, it's pretty small, something like 25k a day.

So it's not, but I'm comparing it to those like high-volume

which has like 100 to 50k downloads a day easily.

So the ad revenue isn't as strong here.

But this is the chart I really want to show you.

So this is basically knit out and whole i o where whole oh sorry whole people where whole people pretty much started exactly one week after knit out started one week after whole people and

it's a very very similar graph yeah but look

the problem is the

okay so there is few more people actually uh under the ua chart so okay that makes sense but it's still so much more revenue it's there there must be something else rather than just the UA play and the whole kind of thing.

You want to compare Abdal or what do you mean?

Something else.

Yeah, because what is the main conversion point in these games, right?

Is it to remove ads, you think?

Or like, what do you think if we go into the stores?

I would say boosters and then

boosters is

level level.

I don't think you you yeah.

One pack.

Fail offer.

Fail off for a second.

Yeah, okay.

So I want to say like you can't just scale a game on non non- no ads

button

possible.

Yeah, exactly.

Yeah, it's just not a good strategy.

Yeah.

But this basically means that people are buying either more boosters or more like

plus

for boosters.

Yeah, for boosters.

Or continue the game out, continue the game when they are stuck.

I mean, but I'm really missing the streak mechanic because if I now I'm stuck and I lose, it's okay, whatever.

I mean,

but this is is this is this is the thing that I think Roleg is going for.

Like we talked with Nital and I think one game even before that, that they just start very, very lean and scale to level design and then add stuff like once it hits the color block jam kind of trajectory, then they start to add more meta into it.

That's my guess.

Because

like, think of it, just whatever you create, like the only thing that they create, and here, if we, where is it?

If we compare it, basically, what they need to create for this is

pretty much just the level design.

Yeah.

Everything else was there created.

And so it's like level design, the boosters, and that's it.

Like the bench mechanic and all these other things.

Like, my guess is it's a module that they insert into their template.

So they already have it.

So they're just creating the layouts of those whole people at the bottom and then the stuff that's coming from the top and that's it.

And

some one-time

mechanic coding of like, okay, boosters, okay, this, that, this, and there we go.

No, no other additional features.

So it's just super easy, I guess.

My question would be like, how big of a team this game is being driven by?

Like, my guess is it's like super lean.

Should be.

Yeah.

So let's say.

Because.

Yeah, I mean, on the ad revenue side, it's exactly the same as Niftils.

It's somewhere between 20 to 25%, not more.

It's

identical in how they monetize is exactly the same.

Yeah, those games are very, very close to each other from both mechanic or like like they're pretty much very similar in every aspect, to literally every aspect.

My guess is the the biggest difference between the actually UA.

I would say maybe

the they also don't use the web shop and they should.

They you know as the knit out.

And if you're listening guys from Rolek, you should definitely call Fast Spring because this episode is brought to you by Fast Spring, which has delivered D2C at scale for over 20 years and they power top mobile publishers around the world.

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Oh, quickly launch your new web store, go to fastspring.gg or replace an existing D2C vendor, still fastspring.gg.

Tell them two and a half gamers on live sent you.

I guess it makes sense to actually have a web shop because they would improve revenue by more than ad revenue.

So, yeah, go for it.

If you have 20% and then suddenly you can get way more at least value, so why not?

Yeah,

it's the second biggest game currently in the sword category after Magic Sword, actually.

What's the user base?

If you go to DAO for these games, I'm just super curious.

No, no, no, for the whole category, can you go by DAO?

Whole category.

Oh, okay.

Oh, don't know if the

okay.

Exosword still.

It's crazy how this category has completely changed in the last year, where it used to have these absolute mega DAUs and it's now like a third of that, and you're dominating the category because everyone has gone to IAPs.

Yeah,

you know, it's just what works, that it works.

I guess it has a lot to deal with you, eh?

Maybe,

maybe

yeah uh let me just finish that uh with the

with with the chart here by commenting something so magic sword actually

lasted it this went a little bit in decline but this is like within margin of error but see how these jumps are there like whole people 40 which means like just aggressively scaling down 50 aggressively scaling there's coin sword yeah if i understand we already

get a little bit so yes so many so many ads when I was pl when I was playing whole whole people I saw I saw like ten ads yesterday on for this game.

Yeah, so it's going in the in the right direction.

Yeah, yeah, so I guess we'll see each other in two weeks.

Did you see the ads or on your smart TV?

Where did you see them?

Yeah, oh, it wasn't on the on the smart TV, so I guess they they're not running the vibe, but they could they could vibe, you know, if even these type of games that's slightly different,

creatives.

But if you are not running CTV ads like massive brands, well, you should, because with vibe.co, you can launch CTV on Hulu, Roku2B, you name it, in minutes.

It's totally self-served and actually drives real business results.

With over 5,000 brands already using it, maybe it's your turn as well.

Check out Vibe.co.

Go there and

launch your CTV campaign in minutes, guys.

In minutes.

Also,

it's let's see.

I'm trying to find one other game which we talked about.

What was it in the like earlier today?

Sword

dash?

Let me check.

Let me check it in our.

Yeah, Sword Dash, where you're right.

But it's not anywhere there.

So I would say it should be.

Another Aplummin game.

Yeah.

We start scaling.

Or

start scaling not that much.

Well, the coins are doing way, way better.

Of course, because this is just

hit.

Let's just say it hits some metrics to capture our attention.

Yes, okay.

Let's leave it like that.

Yeah, let's leave it.

Let's leave it there.

Okay.

Yeah, so

it means that they are pretty much

like these movements here means that those are like

UA tests, basically.

Yeah, yeah, yeah, for sure.

So, so this is so strange game.

Yeah.

Go into the sort genre again, right?

Either puzzle or sword, right?

Like this is an epic battleground right now.

There's a lot of players that have large market share and they're fighting it out.

It's not like Forex, right?

Whereas two companies basically don't have to.

You can't really compare this.

Let's maybe

tone down the large battleground if the big

three million at the moment.

Yeah, exactly.

I mean, you can't really compare Forex to this at all.

There's more space to compete in this part of the industry, though.

So, yeah,

you have four eggs, you can cooperate to match free.

Those two categories, if you want to make a billion-dollar game, you go there, you don't go to sword, yeah, you don't go to sword.

Let me put the maybe you go, but you just need to, you just need to do all of the all of the live ops and events and all of the all of it in this in this category.

So, Felix, this is what I wanted to show you.

So, you go into those categories and uh

what was it now

what are you trying to do to show you the the options

yeah yeah so these are the subcategory subgenre of puzzle so we have block bubble shooter hidden object jigs like you see all of these so just from looks of it the biggest one is of course match tree

and uh i don't know if where is even under the sword is quite small still.

Yeah, match merge.

Merging 2.

Where's the actual category here?

Like, where's match 3?

Match pair?

Or what was it?

The option?

Like, this is pretty much a whole puzzle.

But

yeah, but you can see it in the whole puzzle, but pretty much match 3 is the biggest, then merge.

Then you have stuff like, this is all match 3.

This is merge.

Yeah.

Match factory, which is spot number 10,

it's

match 3D.

The, you know, going through that mess thing.

Yeah, yeah.

Like 3D mess.

So that's the closest one.

And then we go back again.

Then we have color block gem, which is an anomaly, let's just say.

Beast.

The beast.

The beast.

And then we have our screwdom.

Then we have hidden object.

Then we have,

yeah.

all of these other ones.

Matchington story, yeah, we covered that.

Soy Blast, Matchmasters, this is a Match 3 PvP game.

Then we have the Asian guys, then we have Triple Match 3D, and so on and so forth.

So, yeah, nowhere close near Sword is even like touching this

because you know, like top what 25th game in this list makes five six million IP a day, a month, a month, so yeah, yeah, so

yeah, just wanted to show the scale of the yeah, honestly, yeah, like this can be this can feel all almost like a black box, right?

So, that's why PVX Lambda is a game changer because you plug your your data into the MMP and boom within one hour you can get clean ROAS benchmarks.

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We need to have a soundboard where it will be like combo ambush because it's literally the third time in a row he spoke.

He did an ambush at.

Yep.

I wanted to have a soundboard, but

you said no.

So, but it's fine.

Do we know what kind of ruler you would be with a soundboard and it would not be a just one?

I know.

Well,

I know.

I know, I know.

I know.

Yeah.

Okay.

Fine.

Okay.

Do we want to go UA?

We can, no problem.

Or

anything else on that side, Felix, that you have?

It's 20%.

Thank you very much for listening.

Yeah, exactly.

But like, I would love to get drunk with someone for Rollic, and they would just tell me how they do the segmentation, like how they do it.

Because I feel like ads have completely gone off the radar for them.

Like, they don't use banners at all.

I haven't seen any videos of it.

Maybe they do for some segments.

I think also

before Matte ambushes another ad.

There's no other ad.

No, there's no other ad.

Do you want ads on this podcast?

Yeah, so I think when it comes to rewarded ads now, I think the, let's say,

the know-how got much, much, much more sophisticated last few years or like months, where, you know, if you remember the episode we did with the

Iron Source guys, Supersonic, Supersonic, on like how they reload and choose between interstitials and this.

You have all these other segmentations now that, you know, capture and go after ECPM, like high, low-value users and all these like pretty much black magic tricks that are run completely on the back-end side like magic tricks oh no but like for someone that that was just used to like okay i set up this waterfall and i like you know put these tricks

Trust me, like when you talk to a lot of people, they still are running some very, very obsolete ad-based setups and they just don't use it at all.

We don't listen to two and a half gamers and there's two and a half steps behind the whole industry.

Exactly.

So it takes

a lot of know-how these days to be actually able to squeeze the ad revenue properly on a scale.

Because it's on a scale only.

Like these things don't work if your game's small.

Yeah.

It's like it really becomes worth it when you have a lot of revenue.

But like even on the mediation side now, you can set up multiple ad units for the same type of ad formats, right?

So you might even be running some sort of segmentation on your back end and then you're mediating to different ad units depending on whatever you're choosing, which is up to 20 ad units on Max per app, right?

Yeah, so yeah, it's a bunch of things.

Can you see how many times we cover some giant game with giant volume?

Felix goes into the txt files and then you know started

taking out his hair basically because it's all wrong.

So, I'm telling you, it's not that easy.

Yeah, but I just wanted to say we will have someone from Rolek, and he is already on the list

for our super special invite-only

Istanbul event.

So

I'm going to find him, corner him with a bottle of tequila.

Well, are you talking about me?

That's fine.

Yeah, I can work with Battle of Tequila.

No problem.

Yeah, I know.

No,

that would definitely work on me, I guess.

Let me just share the screen and just go ahead.

The guess is that there will be all the holes and like all the

I don't know why, but I think it would be funny.

Swiss cheese.

No, it's not going to happen.

It's not going to happen.

Okay, so we have this, which is what we already talked about.

This

they are actually running some, quite some

UI channels.

Maybe some UI stuff.

But this is like anti-AI usually.

This is anti-AI.

I haven't seen AI.

Yeah, I mean, core, core-centered.

quirky.

Yeah, it's it's not gonna be as as crazy as you would think.

So it's all of the all of the gameplay.

And this is quite uh quite easy to

this is all kind of integral and unity and uploading.

And I'm gonna show you the the actual meat and stuff

in the in the Facebook dashboard, you know, like see IQ, there you go.

I mean, I still need to say, like, this is very satisfying.

No, but that's the whole point.

Otherwise, the holes wouldn't be there.

Yeah, yeah.

Just missing Einstein and your IQ meter, right?

Which is there, but they're missing an Einstein or a brain.

Yeah, I know.

I know this

IQ is there, so it's fine.

Oh, wait.

The game is changed.

Like, this is so fake because you never click so fast.

Exactly.

Yeah, because you click.

Yeah, exactly, because you then fill the whole board.

And then not only the board, but also the extra

benches.

There you have extra benches.

Okay, so let's just go here.

This is the most interesting part.

Okay.

You know, classic erotic stuff, this is what Pyro feels like.

And we have not the whole board.

There's not even a hole here.

Yeah, exactly.

This is the thing that I was saying.

Like, whole IO, like the whole thing is completely non-related.

Yeah.

We have that, but we have a very satisfying puzzle, obviously.

And this feels like an old kind of build

because it looks a little bit different.

Although it might be just altered gameplay, but this is exactly what I like.

The big board and stuff here, the different

kind of

black and white.

I hope these holes are big enough.

They're playing this slightly kind of,

I would say, sexist way of kind of showing different things but what was it what was it it starts with this starts with one

and with zero survivors okay all the health copyright yeah yeah yeah oddly satisfying massively addictive sure

I just oh fuck

see hearts hearts yeah nice it's all of the different things uh like actually I like this it's just I feel like what can you what can you actually do here?

I mean, because this already must have very low CPIs.

but they have 130 kind of pages of different creatives, so it's kind of that's that's fine, it's pretty good,

it's pretty good amount of uh of creatives.

I would be really interested if some if some like

low-poly version of hooks with these guys would work on AI.

I would say that's pretty doable, and yeah, I can do this, yeah, I can also do this low-poly shit, of course, yeah, yeah, yeah, of course,

of course.

Hook is also quite

bad quality,

but it's not low quality.

It's not low quality, obviously.

So let's see what else we have.

It's not that many things, to be honest.

And I was looking into this

many colored holes.

You had a little critique for Rolex UA on knit out, right?

Is it the same here?

No, I would say I didn't have a lot of critique there.

It was actually just okay because it was a lot of different creatives with

kind of images and pictures, and everything was kind of wool, and you were knitting it out from that picture, which was one big image, nothing else.

But here, I mean,

come on.

For that scale, and I know Facebook is not the biggest channel, most probably, but still, even if we go to Apple, I mean and do all, let's just call,

you know, let's just go only

playables.

Playable, the same playable.

Okay, we have German playable, I guess.

German playable, I mean German flag, of course.

Yeah.

So that's the second.

This is exactly.

No, okay, so this is the different one.

So it's third,

which is not it's not bad on cabbage.

I would assume

this should be very simple.

Yeah, exactly.

It's very simple.

Okay, this is a little bit longer than than the previous one.

I'm starting to think that this is part of their lean template for games.

What do you mean this?

That these unique puzzlers need to work mechanically on their template and deterministic level design,

but it also must probably work on the UA perspective, whereas they don't really invest that much creative energy.

Oh, that's right.

Okay, so that's what I want to say, like the kind of like the lean production.

Yeah, yeah, yeah, because it fits the lean production.

It's like mostly cores.

Like always, it's the core.

It's like some variations, different angles, different assets, different something, but it's basically the core.

Like, honestly, how many creative concepts we have seen?

Four, five?

Yeah, five max, maximum.

Yeah, it's exactly for that type of scale.

It's like two mil a month.

Or is it two mil a month?

Maybe more.

Something, more, more, more, more.

More like

scaling.

Yeah, like what would be like the actual daily revenue is what, like, 130, 150?

So you're going to be able to.

Okay, come on.

Like, it's 90k in sensor tower plus 20% ads.

And it's getting

plus

sadness multiplier.

So I would say 150.

Yeah, could be definitely

at this point.

So the run rate with ad revenue, if they stayed on the last 30-day revenue, which they're not, would be

26,700,000 in a year.

That's the kind of run rate of the game right now.

Okay, not bad.

Yeah.

So, and this is what I wanted to say that I'm not seeing, which is the very long

playables that Applaughin was saying, this is actually the way to go.

So I clicked almost like 20 times already, and they're saying they're pushing for like, let's call it endless playables or 24 clicks.

I'm not sure where did they get 24 clicks, but this is exactly

what

I wanted to see, which is good because very big board, and you're actually almost playing the game.

You remember my mom, oh, I was playing farm hero saga, and then in the between, I play all these small levels here and there and then I get back.

So okay, but yeah.

Oh, it's actually it's actually pretty good.

So what do you guys think in the first year?

Will this game make fifty mil if it's on a run rate right now of twenty-six?

Or what do you think is gonna make it?

Why not?

What?

What?

Yeah, I'm just looking at the

looking at the Rolex portfolio currently.

And

of course, Color Blockgem is making 11 mil.

I think this is only iOS because I cannot share it with

can I?

With both both categories

I've sorry are you you can you can you know I just don't want for it to go into both take two and like the whole portfolio

yeah if if you can give me the screen I'll show you sure

you know go for it yeah so we have the whole portfolio here and I just want to keep last 30 days

to show by

go yeah

because it paired the whole portfolio.

Yeah, yeah, yeah.

But I didn't want to.

Yeah.

So let's go back here.

Give me a second.

Where was it?

No.

Here.

So if we go here, let's just like let's approximate it.

So let's take iOS

and then

this way.

Because there's no other way how I can.

Yeah, sure.

I know what you mean now.

Okay, fair.

So we have color block jam 11 mil on

last 30 days.

If I understand this is last 30 days, isn't it?

that's another 20 on ad

yeah where's the yeah last 30 days worldwide so 11 mil color block gem and then 3 mil on Android so like 15 miles do the overall revenue six and then the other one 16 what is it 11

22 so 20

so so because what I wanted to show you was that there like I was expecting that there's

much more of these like small games doing like two three mil but it's not so yeah because I guess they're dying fast, also.

On the other hand, that's the thing very low half-life, like very short half-life.

Yeah, so I think at some point we should do differently, like rolling portfolio, like again,

yeah, again, exactly.

So, so, what do you see here?

There's whole people, there's knit out, and there's crowd express boarding puzzle, which is quite interesting.

I guess we also need to look at that, and then you have fill the fridge, or what was it?

Not here,

uh, geeko out.

I don't even know what's that seed away.

I remember c2a was big at some point it was so but back then the color block gen didn't exist so you know yeah yeah i would say there were like the strategy that we talked about was they're making all like some

exist yes

exactly what i'm saying yeah yeah so they're making these stegosaurs or

so they're pretty much creating these dinosaurs the problem is they go the way of dinosaurs so they eventually die and became became nothing.

So that's the big problem because the only sticking point is for now, color block jam.

And I was hoping that they would create this tale of like, you know, always you hear the strategy.

Oh, we rather create 10 small games each making millions.

Yeah, but it was the strategy before.

Yeah, there are no because they found out like the color block jam as a one game can make 10 times more than all of these small games together.

Yeah.

Yeah.

Yeah.

So I guess their business model just relies on having three hit games at least a year.

They have

more than

The problem is that w how do you defend the hit game and uh was the

how fly for these Tegosaurus to die?

That's the thing.

Because this is like 20 miles.

One and a half one and a half years.

Yeah, yeah, it's one and a half years.

Yeah, yeah.

And how much money these does it make still on a daily basis?

It's on a daily basis.

On a daily basis now.

Like what, like fifteen K?

Yeah.

Do you think like they're pumping some yeah, they're pouring money into this?

Maybe not.

Maybe maybe very small.

Oh this this is like self-sufficient.

Like yeah, s since October it went down.

Yeah.

December wasn't the biggest month for color block gem.

I mean, it makes all the sense.

Yeah, maybe they shifted the strategy from the point of getting

completely.

You found this gem, it has better KPIs than all of your games together.

Like, why would you not put all the effort there?

Of course, but again,

I haven't seen color block gem breaching 400k a day consistently.

That's the issue here.

That in the end, this seems to me that that it will be another giant stegosaur.

But way, it's going to take way longer to actually see that.

No, man, like I said, one and a half year downtime.

Can you put a hexasaur?

I just want to see if that also falls true with hexasaur.

Yeah, yeah, sure, sure.

It actually does.

Yeah.

Because then I really like this little theory you got.

Jurassic Park theory.

Yeah.

Life always finds a way.

Yeah, so one and a half year, exactly.

Yeah.

Yeah, one and a half year.

Like all these dinosaurs in one and a half years.

One and a half years.

Goodbye.

Hybert Casual Dinosaur.

One and a half years.

Thank you very much.

See you.

See you in one and a half years.

Okay.

So in one and a half years, well, no, like when did again, like the

whole people launched in March.

March, March.

March.

Okay.

So we have eight more months.

This time next year.

This time next year.

This time next year.

Yeah.

We'll see.

I'm just just super curious because

it really will make or break their strategy.

Like if this works on.

Let's not forget where they came from, right?

They came from games that lasted anywhere between two weeks to a month, right?

So this is a great improvement.

Oh, it's like an amazing improvement.

I'm just curious about the portfolio strategy because it's definitely not that strategy that's like, oh, we're going to have 10 games making 1 million

a month.

because for 14.

Because they have one which is making 14 million a month.

No, no, they have they have like three.

They have three.

They have three that makes one million a month.

Yeah, yeah, yeah.

But but and then one with 15.

How many more people?

And like, you know, Rollig always breaks about like we kill so many prototypes, like thousands of so it means like you need three times more in order to do that 10 games, 10 million thing.

Yeah, also with the same thing with the color block gem kind of next game.

It's color block gem is basically an anomaly.

I don't think so.

Colourblock gem was, you know, colour block gem wasn't done in a way that you would think like

match Factory was done.

Like Match Factory, I think there was giant resources pulled into it.

Sure, but it wasn't the first game on the market.

No, no, no, no, no.

I mean, Peak was doing Match Factory with the vision that this will either be, like, I don't know, 100 million game or we'll kill it immediately.

And we have this one shot.

These guys are doing prototypes and releasing games pretty much every second month, and one of those just got kind of best.

I wanted to say lucky.

I wanted to say lucky.

I guess Dancing around the air.

You want to say lucky.

I heard it almost there.

This is not lucky because it's hard work.

Like, I don't want to say lucky because their template and what they're doing, it's not luck.

It's just confusing.

If you say it was lucky, you won't get a visa to Istanbul because I recorded the meeting.

Yakoop?

No, no, no.

Oh, no, no.

This is not lucky.

It's just hard work, but I'm just saying it's not reliable.

That's the problem.

You won't get another color block gem.

Like, you know, that easy.

And

it's exactly like with Hit Creative.

You're like, oh my God, this is amazing.

The hit creative,

the numbers are amazing.

And then you realize you're fucked because you won't be able to replicate anytime soon.

And then when the numbers start to go down, it's like, up,

like our hamster socks company in Slovakia went up and down.

There we go.

Yeah, because everybody knows the hamster sock company in Slovakia.

It's like when you show these ads from Bila and everyone's like, what the hell is a Bila?

It turns out it was a grocery market.

Yeah.

Grocery store.

Okay.

Do we want to get any questions or do we have anything else on the menu?

I'm not sure.

It's pretty quiet since we are not doing AMA, but still

we can do questions.

If anybody has any questions,

I do so.

It will take some time even to

voice reach the chat.

Do you guys want to maybe, maybe, while we're waiting, do you guys want to do any plugs for maybe China Joy or Gamescom?

Or I can do that, but yeah.

You can go and we can go after.

Yeah, we're doing an event in Gamescom.

It's going to be great.

We can't send you the invite just yet, but we're going to put it in the show notes for when we release this episode, and you can apply there.

We would love to see your Gamescom.

I'll be the only gamer there.

And Matthias and Jakob will be

uh off in an undisclosed location, but they are going instead to China Joy.

Uh, so yeah, are we doing

the party?

Yes, wait, wait a second.

So, the party in uh at Gamescom is August 19, starts at 8 p.m., and it's in our favorite rooftop bar, which is rooftop 58.

We're gonna share the

landing page as soon as it's done.

Uh, after the episode is live, which means when I push stop stop live, it's gonna be live on our channel.

I'm just gonna, yeah, I'm just gonna

add it in the show notes.

Anyway,

China Joy, yes, we are landing on Thursday, 31st of July, and leaving on Sunday.

We have a huge event on Friday where we have a talk with Yakub about the AI and the game design.

So if you want to come, let us know.

Most probably you won't be able to, but still let us know.

Maybe we'll be able to do it.

And then by doing very interesting names in those events, there will be people from FanPlus and Hungary Studio, the blog, um, blog plus guys.

Yep, and us, obviously.

Uh, and then uh, we're gonna do the B2B

area in China Joy, just go around and see what's what's up, and then just meet our dear friends from China.

So, if you are there and want to hang out, let us know.

And our difference from hubby, definitely.

Yes.

I mean, I'm already in touch with David.

We are doing it.

And 1100% and all of the guys that

do crazy stuff and great stuff.

Okay.

So, I think

we can just drop this now.

And if you want,

let us know your questions, whatever comments under the video, or just join the Slack channel if you want.

Okay?

And let us know if this was interesting or not.

Bye-bye.

Thank you.

Bye-bye.