『two & a half gamers』のカバーアート

two & a half gamers

two & a half gamers

著者: Lancaric.me
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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!Lancaric.me SF
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  • 🧠 The "Fat Guy Getting Slapped" Concept Took Over: AI Creatives Breakdown
    2026/08/06

    One concept is eating the entire Forex creative market right now: a "fat guy" gets slapped, abandoned, or humiliated, then rises to power. It was everywhere last month — this month it's on steroids, and every big Forex game has its own version. The crew runs 123 AI creatives in 30 minutes to map where AI creative is actually heading.


    Matej Lančarič, Jakub Remiar, and Felix Braberg speed through the month's AI creatives and surface the patterns. Golden Goblins still wins with clever non-AI hooks (power progressions, the tag meme) rather than full AI. King Shot's "no ads" theme has spread through Forex, puzzle, and everywhere else — often paired with the now-ubiquitous slapped-guy power fantasy (complete with a one-to-one "Henry Cavill from Wish" character). Playrix's Township and Gardenscapes are flooding feeds with flower-team and egg-overload AI creatives, one-to-one across the portfolio.

    The through-line: the concept is an old mafia-boss power fantasy reborn through AI — and it's everywhere because, chaos and all, it seems to be working.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    ⏱️ TIMESTAMPS


    00:00 123 creatives in 30 minutes — buckle up

    01:55 Golden Goblins — winning with clever non-AI hooks

    03:00 King Shot and the "no ads" theme everywhere

    04:10 The "fat guy getting slapped" power fantasy — on steroids

    07:55 Playrix — Township & Gardenscapes' AI flood

    14:45 Top Heroes' chaos — poop filters and cratering revenue

    27:00 Pixel Flow & Meow Doku — AI creatives done right

    29:50 123 creatives in, Mr. Fat Guy leads the pack


    This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.

    http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100

    --------------------------------------

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

    They can help you access the most effective form of growth capital once you have the metrics to back it.

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

    + Work with a team entirely made up of ex-gaming operators and investors

    ---------------------------------------

    For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

    Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.

    ---------------------------------------

    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


    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


    ---------------------------------------

    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

    ---------------------------------------

    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

    続きを読む 一部表示
    32 分
  • 🎯 How to Do a UA Review Properly by Matej Lancaric
    2026/08/05

    "The CPI is going up, so change the creatives" is not a UA review — it's just narrating the dashboard. A real review has next steps, digs under the naming conventions, and usually finds money you're already wasting without spending a cent more. This is how to do one properly.


    FULL ARTICLE: https://lancaric.substack.com/p/ua-review-bible-how-to-do-it-properly?r=7qqaf


    Matej Lančarič goes solo for a UA-audit masterclass, built from his popular Substack piece and 12+ years of spending on and reviewing user acquisition. He walks the five layers he audits every time — the strategy behind the spend, the campaigns, the creatives, the MMP/dashboards, and the people making the decisions — and the order that matters (data and raw conclusions first, context and conversations second, so nobody colors your read before you've formed it). Along the way: why you must strip out fraud before you trust anything (one game looked like five healthy channels until fraud removal revealed one channel eating 70% of spend), why you should never trust a campaign's naming convention (build the spend-by-campaign-by-geo pivot and look underneath), how splitting a "worldwide" campaign by geo and OS surfaces small high-ROAS pockets (his own US spend was dragging the whole campaign down until he split it four ways),


    most reviews don't call for more budget — just reallocation — and you should run one every month.


    ⏱️ TIMESTAMPS


    00:00 There's a review, and there's a review

    02:14 Why UA audits matter — and what a bad one looks like

    04:00 The five layers: strategy, campaigns, creatives, MMP, people

    06:00 Data first, people second — protecting your raw read

    07:30 Strip out the fraud before you trust anything

    10:00 Never trust the campaign name — pivot by geo

    12:30 Splitting by geo and OS — finding the hidden pockets

    15:30 Cohorts, blended-number traps & the LTV questions



    📌 KEY TAKEAWAYS

    — There's a review, and there's a review. Pulling 90 days of data, glancing at the MMP, and saying "CPI is up, you've got creative fatigue, change the creatives" isn't a review — it's narrating the dashboard. A real review produces next steps and digs several layers under the surface.


    — Audit five layers, in order: the strategy behind the spend, the campaigns, the creatives, the MMP/dashboards, and the people making the decisions. Knowing who owns UA and who makes which calls is as important as the data.


    — Look at the data before you talk to people — deliberately. If you gather context first, people's framing colors your read. Matej wants raw data and raw conclusions first, then asks for context to catch anything he overlooked. Order protects objectivity.



    — Never trust the campaign naming convention. Teams silently add geos into campaigns without updating the name. Build a spend-by-campaign-by-geo pivot table and look at what's actually inside each campaign, not what it's called. Go one layer deeper, always.


    — Splitting "worldwide" by geo and OS surfaces hidden pockets. On his own game, the US was dragging the whole campaign down — so he split it into four campaigns. "Best practice" says run one worldwide campaign, but best practice has exceptions. Bucket by geo using your own LTVs (not someone else's), and remember geo performance on iOS doesn't predict Android — audit by OS too. Tier one isn't only UK/Canada/Germany/Australia; small high-ROAS pockets (Norway, etc.) hide in the data.


    🎙️ HOST


    Matej Lančarič — User Acquisition consultant (12+ years, UA reviews & audits)


    🙏 SPONSOR


    This episode is brought to you by Potensus — a premium ad network built by people who've been on both sides of the industry, with direct (non-programmatic) deals with Amazon, Apple, Coca-Cola, and Vodafone landing in your game at premium CPMs, plus a Playable Maker partnership that turns brand videos and statics into native gaming playables and rewarded formats. Head to potensus.com to get started.

    続きを読む 一部表示
    16 分
  • 🐜​ Colony Flow Breakdown: The Ant Puzzler getting sued & already taken DOWN from Android!
    2026/08/03

    Here's a first: we reviewed the copy, not the original. Colony Flow is an ant-themed "destroy the picture" puzzler that's doing an estimated $150K/day — and it's currently being sued over. The crew digs into the game, the monetization trick underneath it, and what the lawsuit might mean for the entire copycat economy.


    We break down Colony Flow (by OneSoft/ABI Games) — a sort puzzler in the "destroy the picture" genre where a colony of ants slowly carries colored cubes off a picture into your bench. The standout is the monetization: the ants are deliberately slow, which creates constant friction that the game resolves with a rewarded-video (or premium-currency) speed-up. We cover the standard sort-puzzler feature set , the numbers (~100K downloads/day rising to ~200K in July, ~$150K/day IAP with likely 40-50%+ on top from ads), and the UA (~600 creatives, ~90% AppLovin and Mintegral, zero Facebook — because blended campaigns just don't work there).


    The through-line: the copy is outscaling debate, the friction mechanic is genuinely smart, and this lawsuit could set a precedent for the whole clone economy.


    ⏱️ TIMESTAMPS


    00:00 We're reviewing the copy — the lawsuit setup

    02:40 The game — ants destroying the picture

    04:00 Why the ant pathfinding points to Pixel Flow

    06:10 Slow on purpose — the friction-into-rewarded-ad mechanic

    09:00 Blockers, fake "daily rewards," and the feature set

    13:00 The numbers — $150K/day and the Famfinity lawsuit

    20:00 The creatives — 600 ads, AppLovin & Mintegral, no Facebook

    29:30 What the lawsuit means for the copycat economy


    This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.

    http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100

    --------------------------------------

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

    They can help you access the most effective form of growth capital once you have the metrics to back it.

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

    + Work with a team entirely made up of ex-gaming operators and investors

    ---------------------------------------

    For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

    Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.

    ---------------------------------------

    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


    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


    ---------------------------------------

    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


    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

    続きを読む 一部表示
    32 分
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