This is no BS gaming podcast 2.5 gamers session #108. 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
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From Hypercasual to Hybridcasual - The Supercent story. Iterative nature & Admon w/ UA in grey zone
Agenda
00:00 Epic intro
01:07 Discussion on Hyper-Casual and Hybrid-Casual Games
06:10 Overview of Supercet Games and Revenue
07:29 Gameplay and Mechanics of Pizza Ready, Outlet's Rush, and Snake Clash
10:34 Comparison to My Perfect Hotel and Other Games
16:09 The Iterative Nature of Supercent Games
21:45 Conclusion and Final Thoughts
23:02 Aggressive Ad Monetization
25:43 Rewarded Video Placements and Interstitial Ads
27:14 Controversial Use of Players' Devices as a Botnet
30:07 Effectiveness of Aggressive Ad Monetization Strategies
38:37 Balancing Monetization and User Experience
41:37 The Aggressive and Creative Use of Branded Ads in Hypercasual Games
42:56 Earning Millions: The Investment in User Acquisition for Games like Outlast Rush and Pizza Ready
43:24 The Gray Area of Using Famous Logos and Brands in-Game Ads
45:06 Exploring the Unique Gameplay of Snake UA
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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
Supercent games follow an iterative approach, with each new release improving upon the previous one.
The games, such as Pizza Ready, Outlet's Rush, and Snake Clash, share similar mechanics and features.
Supercent has achieved significant success with millions of downloads and substantial revenue.
Cost per install (CPI) is an important factor in the hyper-casual genre.
There is potential for further expansion and innovation in the hyper-casual and hybrid-casual space. Supercent games Pizza Ready and Outlet Rush heavily rely on ad revenue, with IAP revenue being a low percentage.
The games employ various ad placements, including rewarded video placements, interstitial ads, banner ads, and in-app open ads.
The aggressive ad monetization strategies in these games are effective in generating revenue.
The conversation highlights the need for a balance between monetization and user experience. Branded ads in hypercasual games can be aggressive and creative, using famous logos and brands to attract users.
Games like Outlast Rush and Pizza Ready can earn close to 9 million per month, indicating a significant investment in user acquisition.
The legality and effectiveness of using famous logos and brands in-game ads are gray areas, but they can generate attention and drive CPIs.
The Snake UA game is an interesting iteration of the classic Snake game, focusing on level-based gameplay and boss fights.
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