Brutally Honest by Matej Lancaric
two & a half gamers
Squad Busters is Pay to Win: True or False?
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Current time: 0:00 / Total time: -1:16:16
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Squad Busters is Pay to Win: True or False?

Big game review! LEAKED Global Launch strategy. (#107)

This is no BS gaming podcast 2.5 gamers session #107. 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

Spotify:

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Agenda

00:00 Epic intro

07:04 Soft Launch Strategy and Global Launch Announcement

13:56 Plaza, Character Progression, and Fusion

36:19 Monetization System and PvP Win Condition

55:35 Launching Parallel in China

01:04:53 Creative Concepts for Advertising

01:13:26 Influencer Marketing and Soft Launches

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Matej Lancaric User Acquisition & Creatives Consultant

Felix Braberg Ad monetization consultant

Jakub Remiar Game design consultant

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Takeaways

Squadbusters has undergone significant changes between beta builds, including introducing a new gacha system and character progression through shards.

The game features consumable mega units with powerful stats, adding a pay-to-win element.

The Battleback feature allows players to open chests and upgrade characters using consumables.

The Beach World introduces new maps, units, and mods, and the Squad Journey provides a progression path for players.

We express excitement about the game but question the impact of certain features on the competitive Supercell community. The hosts enjoy playing Squad Busters but highlight issues with PvP battles, such as lack of readability and incentive.

The game's monetization system, including the gacha system, is praised, but the PvP win condition needs improvement.

The potential impact of Squad Busters' global launch on other Supercell games, particularly Brawl Stars, is discussed.

The game's target audience is likely to be different from that of Brawl Stars, with Squad Busters appealing to a more casual and approachable player base.

Monetization strategies should be tailored to the Asian market, as pay-to-win mechanics are more accepted and successful in that region.

Influencer marketing, particularly on platforms like TikTok, can be a powerful tool for promoting Squad Busters.

Advertising channels such as TikTok, AppLovin, Google, and Facebook should be utilized to reach a wide audience.

Creative concepts for advertising should focus on storytelling, showcasing characters and progression, and incorporating humor.

Soft launches can provide valuable feedback and data, but given Supercell's expertise and the similarities to their other games, a soft launch may not be necessary for Squad Busters.

Supercell's strong retention rates and high day-30 percentages indicate the potential for long-term success with Squad Busters.

The success of Squad Busters will ultimately depend on the execution of marketing strategies and the quality of the game itself.

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Please share feedback and comments - matej@lancaric.me

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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 Lancaric.

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Brutally Honest by Matej Lancaric
two & a half gamers
This is a no BS gaming podcast. We share insights, knowledge, and fun gossip relating to the topics of User Acquisition, Game Design, and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!