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All in Hole: A Stolen Voodoo's lunch. A new (hybrid) casual game on the horizon
ruticker 06.03.2025 18:34:45 Recognized text from YouScriptor channel two & a half gamers
Recognized from a YouTube video by YouScriptor.com, For more details, follow the link All in Hole: A Stolen Voodoo's lunch. A new (hybrid) casual game on the horizon
There was this game called **Hall IO**, which was super successful, created pretty much from a trailer of a Steam game before the Steam game was actually released. It was a PVP game by Voodoo. Also, Jakob, remember there's **Attack Hole** as well coming from H, which is the predecessor of this. Exactly, that's a very good point, which is the middle point of this evolution, which probably gave H a lot of expertise on how to adapt this into the puzzle meta game that's being used by **Royal Match** and all these other big puzzlers. This is a no [__] gaming show where we talk about games and their revenue in great detail, powered by our ad monetization, game design, and user acquisition Triple Threat expertise. Welcome to the **Two and a Half Gamers**, the unfiltered truth served with a side of giggles. Let's not forget this is a 4:00 a.m. conference discussion vibe, so let's not take it too seriously. Tune in now and stay two and a half steps ahead of the gaming industry. Let’s go, H! Everybody, my name is **Mat Anich**, I'm **Felix Brer**, and I'm... and you said you would say your name was **Matthew Lance**. I know, I know, but I have a few difficulties with my MacBook, so [__] that maybe next time. I was thinking about it. Yeah, for those listening, Mat is using blocks of ice to cool his computer down because we have so many hot takes on today's game that we're going to discuss, which is **All in Hole** by **Homo Games**, and it's not even released yet. It's already making probably more IP revenue than this studio has ever made before. So we're going to basically cover it before it has a worldwide release, which means it's released in the US. Let's be honest, yeah, okay, fair. So do we show the game first and then the charts? Yes, please, yes, as usual, because you're... yeah, so let's do this. Okay, um, so as you can see immediately, where did we see this UI setup? Every puzzle game that's been released in the last 12 months, from **Twisted Tangle** to **Royal Match**. Yeah, yeah, so it has this typical kind of puzzle meta game progression that we have seen lots and lots of times. It's actually more towards the big casual puzzles than the hybrid casual puzzlers. This is, I would say, one step further than, let's say, **Block Jam** or something like that. We have the typical star chest, which means you get awarded stars at the end of each level, which accumulates into a reward. Then you have level chests, which literally give you rewards based on how many levels you do. Then you have stuff like daily rewards, no ads offer, beginner spec. This is just like normal monetization. And then you have, of course, all of these other nice things which are driving the meta game, which are these mini events like the **Star Tournament** and the **Cooking Party**, which again collect random event currency and get rewarded for it, which I can do right now. Thank you. Yeah, and now I need to again continue collecting more. I'll show you where. And then there are these player-driven events which we've seen all over the place from again **Block Gem 3D**, **Twisted Tangle**, **Screw Gam**, everywhere than **Match Factory**. So what you do, you start this, and then it puts you and I guess either bots or other players on top of a line where after every level, you get to see the progress of it. And it kind of... what it does, pretty much all of these events passively reinforce the core gameplay and push you towards playing core gameplay. So that's there. Yeah, so without talking, let's actually get to the core gameplay. Um, so immediately also what you can see, they have the win streak bonus, which is again very typical with casual puzzlers. It's called **Molly** back here, and what it does is it gives you literally initial boosters for free if you keep the win streak. So if we go into the game, yeah, you see we already can get some stuff. There were the boosters, so you need to actually go and collect them, and then you are pretty much playing **Hall IO** single player. That's basically the game. Because if the listeners remember, there was this game called **Hall IO**, which was super successful, created pretty much from a trailer of a Steam game before the Steam game was actually released. It was a PVP game by Voodoo. Also, Jakob, remember there's **Attack Hole** as well coming from H, which is the predecessor of this. Exactly, that's a very good point, which is the middle point of this evolution, which probably gave **H** a lot of expertise on how to adapt this into the puzzle meta game that's being used by **Royal Match** and all these other big puzzlers. Yourself, M, that's so loud! I know, I know, I know. Yeah, it's... so what we're doing here is pretty much we're playing U. Yeah, Ma, ice being M ice. Yeah, so what we're doing here, we're pretty much playing the level by again single player **H IO** or like **Attack Hole**, and then we need to collect specific stuff as objectives, like for instance these cakes or bigger cakes, cakes or different cakes or muffins or whatever these are. The important part here is that you still need to collect even other stuff in order to grow because some stuff is just too big. So it's more of a tradeoff. On the top, you can see that there's a timer, so the fail state of this game is based on time very clearly, even though that's not a number, it's this kind of a bar that's going smaller and smaller and smaller. The other thing that was, I guess, upgraded or like added into the thing that they actually B.S. that you can't collect because once you collect them, you die. It's not only one bomb, it's multiple bombs. That's what I found out. Collect it, get it, get it! Not now because I destroy my streak. By the way, do you have fun playing this game? Yes, a lot! Really? Yes, I love **Hao**. It was a great game, by the way. I don't think there is a delay anymore. Anyway, could be here. You can see the event currency, the **Chev** had and the gold that spread around the levels. And then, uh, there should be... oh, I know why I didn't have rug balls. That it wasn't really fun when I played it on my Android phone, Android tablet. That was a problem. It was really lagging. I mean, just it wasn't really a good experience when there was like a lot of food in the game. It was really lagging. I mean, never happened to me on most. I like it's my daughter's tablet. I don't care, but still, okay, yeah, it works great for me. Like, uh, I'm a little bit kind of missing the power fantasy from **Hall IO** a little bit where you can eat other players and like feel great about it as you steamroll them. Maybe they're going to do events, who knows? Also, where's the puzzle game's tagline or subtitle? Like they say like it's **All in Hall** in puzzle. What do you mean? If you check the name in the App Store, it says **All in Hall in Puzzle Game**. Yeah, so where **All in All**, which means like **H IO** with puzzle puzzle games meta. Yeah, here you can see exactly the same event that we see in **Block Gam 3D** like pick the random player, collect more pickes that you plan to win. And it's really good that this core gameplay can adjust to these like even base systems because what they do, they just like add more trash into the level that you need to collect and you just go with it like I did with these things. Or let's say here we can see, okay, players are again moving on this kind of artificial leaderboard, very small. And yeah, we go, let's play one more level, and I guess we can talk a little bit more about the meta itself. It's actually pretty hard to create difficulty out of this because the only way that kind of this can create difficulty is just throw more trash into the level or like... no, just hide, well not hide, but like move the food you need to collect into the corners of the map basically. Yeah, yeah, like they literally have one of the boosters, which is like navigation towards the objectives because there's so much stuff that you don't know where it is. And yeah, honestly, this looks way better on your emulator than on my daughter's tablet. I mean, oh really? Yeah, 100%. It's super smooth, so don't know. Yeah, I said it's super satisfying as per usual kind of **H IO** gameplay. Like that's, I think, one of the main driving factors because this kind of fantasy that the whole always grows from level one to level nine or ten depending on the size of the level, and you just get bigger and bigger and then like exponentially faster you are able to eat all of these things. There is one important factor you... I don't think you mentioned. There's a time... did you mention it? Okay, then I was just playing around with the ice, sorry. Yeah, um, yeah, time, time, time's the most important thing. Like nobody can kill you here except the bombs, but like they're very easy to avoid, so I don't think so it's kind of that big of a problem. And then we have our favorite interstitials. Oh, there you go! Oh, I was shocked to see that there's basically no ads for a very long time. Yeah, like these started playing from level 35. Actually, is this **Mob Control**? Yes, this is **Mob Control**. Oh [__], that was creative! That was creative. Yeah, looks very, very interesting. Oh, you're nice! It's still going. Yeah, of course. Why is it not 4 seconds, by the way? It should be 6 seconds, not four. Yeah, but 6 seconds, it's going for like 30. No X button anywhere because reward interstitial? I don't think so. I don't think so. There's no such thing. If you listen, it's when you code it yourself and make it rewarded interstitials need to be closable after 5 to 15 seconds. This is very long. It is. Must be ad, no? For rewarded video basically? Oh, it's a Unity ad. Oh, what? Yeah, it's Unity. There you go. Okay, that is a rewarded ad. It's very long. Yeah, either that's a new ad for... or the Adon manager accidentally put a rewarded ad code into the interstitial, which does happen sometimes. I don't know, but yeah, it seems it's working great. Anyway, the other thing you have there, the basic shop of a typical casual match three or click two match game, some kind of a world progression where you just complete the levels and it unlocks kind of different stuff that you can eat through the black hole like cold beverages, toys, school supplies, I don't know what. It's just like a number with a bar being filled up, not really anything changing here. Then we have social features which are taken literally from **Royal Match**. Yeah, nothing really to it. You can request lives, you can send people, other people in the clan, pretty much support them with lives, which gives you soft currency. That's it. There's leader ranking with players, teams, worlds, even our country and stuff like that. So I would say pretty robust features regarding the social element there. That's like always positive. And then, yeah, I think that's pretty much it. Like there's the treasure hunt thing which seems to be the, if I understand correctly, classic hybrid casual game template from all the other games that we saw before. Yeah, right? Yeah, pretty much it. Yeah, definitely. What? There are a few more things, a few more things before I hand it over to you. I mean, there are actually levels that are tagged hard and extreme as usual. I didn't see any difference. Yeah, that's the thing that I wanted to say, that making difficulty in this game will be quite challenging because I think what will happen is that it will be kind of frustrating because the only thing you can do is pretty much just put more [__] and pretty much balance it around you running out of time. It's not, you know, it's not like a puzzle situation that you're looking at it and like thinking out or whatever, or like we saw with **Twisted Tangle** because **Twisted Tangle** there's like a big setup with some levels that you need to really think through and then you slowly eat away the level and like do the setup. Here, what you pretty much need to discover within the, let's say, if this would be a very super hard level, I would pretty much need to figure out some kind of road and then keep up with it as the best road to increase the size, collect all the objectives, and then pretty much repeat all the time. The question is if this will be engaging enough for the future, but my guess is it probably will because the game is monetized like this. That's my question: why the [__] is this like monetizing? I mean, I have zero motivation to add, like, play the game. I'm sorry, I don't find this fun. And then B, like to actually pay for what they are very, very simple. Sorry, very, very easy from the beginning. It's the complete other opposite of **Hexasword**. **Hexasword** had very, very hard levels immediately from like level 10, whatever, 11 or 12, as we saw it. I'm on level 50, I never lost ever. Yeah, yeah, I'm level 35 still, and like, you know, these bombs that like don't eat them. Like you just don't eat them. Like they won't come after you or whatever. And I was checking, like even in the future, I don't think so there's even that many mechanics added into the level core. It's like a relaxing type of gameplay. It's very like relaxing type of gameplay. So I guess they're monetizing maybe a lot on these kind of, you know, accidental mistakes when they lose the streak, which is the thing that people go over because if you lose the streak, you lose a lot. Maybe that's why I'm still winning because I never lost the streak, so it's going to give you a lot of boost. Don't know. But overall, this is a great iteration, and it's actually something that we've been like... I have been talking for the last half year. If you check some of my **State of Hybrid Casual** presentation that I did at various events throughout last year and even this year, it was always like check your hyper-casual kind of evergreen games and put them into hybrid progression. It was literally there. Like I'm thinking, would do this with **Helix Jump** and **Hall IO**. Lo and behold, H! Except H, so, and you know, it's about that thing connecting the core with the progression. This is a great example. Who would have thought that **H IO** would end up a PVP game in a puzzle-based progression? And it works! You did! Works to a certain extent, right? Yeah, it works to some extent. Like, you know, still could be, you know, even PVP version of this could be still working pretty well if it would be flushed out into full hybrid, not just, you know, the single-player one. But yeah, anyway, but here's what I don't understand. Go into **Sensor Tower** and then look at the session length, a number of sessions per day. Yeah, so are we going to the number part? Yeah, yeah, okay. So session count, session length, 2.5, 2.6, 4-minute session length. It's really short. Yeah, and 11 minutes a day, around 10. So, and then go to the revenue and just like it doesn't make sense to me. Yeah, exactly. You mean making so much money for so few players? It's made 3 million since it came out in only IIPs. Yeah, this, by the way, this was soft launch on July 13th last year. And I have checked, by the way, like this is how it looked before. Oh, this is a F Mon old video on YouTube because I was again checking the mechanics. This is level 300 or whatever. See how big of a progress they did on the production level of this thing? This looks like a modified version of what was the other game from HLE? **Attle**? Yeah, this looks literally like a modified version of **Attle**. You see what we have here? Like pretty much like a fully polished, like **Royal Match**-like puzzler. Something outstanding work on like the production values here. Quite a big improvement, honestly. Yeah, yeah, also like you can see the gameplay and the functionality, everything is the same. Yes, but also the asset in on the food in the game looks... oh, there's the radioactive barrel. Maybe there's the new thing you can eat that bigger or I don't know what. Still same thing, there's a bomb. Yeah, yeah, so yeah, um, I haven't found any kind of like big new mechanics, but I think they'll definitely need someone or whatever. Let's see. Back to the revenue. So soft launch last year's July 13th, and now started scaling somewhere around the beginning of August and scaled all the way to something like 50-60k a day in I and downloads. This is the mystery. Downloads a day and making [__] T of money. Exactly. So what's happening? If you go to revenue and we go revenue per download, it's what, like 3.5? That can't be right, which with arm something like what, like $2? Yeah, two and a half. Amazing numbers by G. But the thing is we have here about the demography before we got there. No, we can't get demography. It's too small. It's too early. Okay, demography, then look at retention, which is not going to be there as well, I guess. Country-wise, 72% of revenue is coming from the US, 10% UK, around 6%, Germany 4%, Canada 3.5%, Australia, France, blah, blah, blah. And then it pretty much cuts off at Netherlands and then like zero revenue. Yeah, yeah, and it's not worldwide. Yeah, it's not worldwide. It's pretty much like the 1 country soft launch. Yeah, and yeah, I mean, it's not soft launch that much, but it's just, uh, it might be launch. It's just like staged like we see. Yeah, we see with **Capy Baro**. I mean, just think about it. It's very similar. It's just, you know, like you put all these like tier one countries, you just kind of get like some UA up and running, which is not really like a proper UA. I mean, you will see in a second, but it's just running, I guess, like US mainly, a little bit of these tier one countries just to get revenues up and running and then just then blow up in like next month or when the global launch is. And it's everything is pre-registration. Yeah, everybody PR on in the store. That's the thing, like it's pre-registration. Like the rest of the world, like what? I think I think that's an interesting segue into ad monetization, right? Because the thing that struck me as well, there's no ads, right? Like exactly like I said, the ads come at level 35 and it's interstitials very, very rarely, right? At the end of the level. At the end of the level, yeah. But keep in mind, levels are short. Yeah, exactly. And but the session times are low, right? So I'm just estimating with this active user base, which is really, really small. What? Yeah, it's like 5K a day. Yeah, like 13K a day, but yeah, yeah, like 10%. Yeah, it's 20% or 10, 20. Yeah, what was the game **Triple Match**? We were talking about their ads, but there are no ads until 100, level 100. Same thing, it was... I think it's mainly IIPs, the puzzlers are, you know, but what is... look, what's the puzz? I'm telling you this game, this game, this game is not making more than 20% in ad revenue. But here's the question: absolutely, when they roll out like the tier three GEOS like Malaysia, Philippines, like what's going to happen then? Like, so you mean like rewarded video placements all over the place? I don't know, but where would you put them? Where would you put them, seriously? Like what? Double the reward? Which one? Like there is like, you know, the boosters and [__] like the typical spin wheels. Let's try to die and like you'll see how that looks like. Try to die? How can you? Find the bomb. Where's the bomb? There it is. There, too small to eat. Eat it! Boom! You exploded. Play on! 900 gold, that's going to ruin me. Click, click X! Click X! See what happens if you don't. You will lose! Yeah, thank you much, which you don't want to do. See, this is the monetization main point. Okay, fair, but like how? This is the thing, man. **Block Gem 3D** or **Screw Gem** are a little bit less, or let's say a little bit less IP driven, more in the hybrid category. This is going full **Royal Match**, so it's not very much hybrid; it's more going for casual kind of actually. But it's hybrid on the UA side, kind of, and the core is hybrid. The mechanic is from hyper-casual. Exactly, that's like one of the main traits of a hybrid: that you borrow the hyper-casual core, make it very approachable, and have an advantage on marketing on the US side. Exactly, and then you just slap the monetization layers on top of it, which make it hybrid. But with other hybrids, it was 50/50 monetization. Yeah, they just squeeze the part pretty much. But like why? Don't you think it can be pretty viable if they add ads on top of it and way more? Maybe it's exactly as Felix said: until they don't roll out these other tier GEOS, they just, you know, have this pristine tier one traffic which they don't want to... But would you not earn more money on tier one GEOS with ads than tier three GEOS? Like maybe no? Like **Hex** for 70/30, right? Like it's just... Yeah, man, think about it. If they have very good conversions and like so great IIP, pretty much whatever they slap into the game could cannibalize the I on the traffic. That's true, segmented and, did you know, segmented by source of traffic? Traffic which all tier one... No, but source of traffic or UA campaign, right? Ad, I know what you mean, but Adas and Blas won't work in here because it's so low Adas. Yeah, it's just going to be [__]. It's all IIP to us in this case. And also, looks like they're not mediating with Max, are they? I think so. You'll tell me. Most of their other games have been on Max, so... Yeah, okay then, but they're not running a lot of UA campaigns, so I mean, it doesn't matter actually. Well, can you show us what they're running? Maybe. No, no. Anything else you want to say to the end? That's 20% ODS. Yeah, but anything else? Like you said, improvements, missed opportunities, or other? I mean, the session length is well stuck, the number of sessions, right? So you'd be able to do an app open ad or rewarded app open interstitial. That seems to me like probably the next thing they're going to add. Like maybe when you play more and more levels, they start slowly rolling out rewarded ads. But like, what would the ads be? Like you could have maybe some bonuses you find on the map that you could like watch a rewarded ad for, but it's not built for that, right? It's just such a degression from... Yeah, it's just such a degression from their normal core. How do they usually build G? It's quite interesting to see actually from **Homo**. So yeah, it's a hyper-casual, like known for hyper-casual games, and this is, yeah, like exactly Remma said, like this is a casual game. Yeah, and also it looks like a casual game. I mean, there's the mechanic of the hole, which is great for UA. And here, look, okay, so this is interstitial. Yeah, this is the 4 seconds one, which will kick me into playable. I actually think on the Unity they put the wrong ad unit inside of the mediation because that happens if you put the wrong code in, like it's going to load into rewarded instead of interstitial outright. So that's probably what that is. So fix that. Have a look quickly. But also, I was like, yeah, this game would be like having a great revenue from banners because I was kind of playing with my thumb and I misclicked the boosters like [__] almost all the time when I was playing it. So I was like, oh, wait a second, this would be a good place for banners. And then I checked the active users. Active users is like, oh wait a second, no, it's like seven people. I was like, you don't want that anyway. I can try and show you. Well, can you check retention if there is like anything? Too early. Okay, too early. We'll probably have to cover this game again in like 8 to 12 months and see actually what they've done. Well, Yob is doing that on Review Radar. Review Radar will cover it anyway, no worries, man. Exactly, everything's sorted. Don't worry, everything's sorted. Two and a Half Gamers. Exactly, exactly, exactly. You want the screen? Yeah, let's try. Yeah, let's try this because look, so it's actually... I mean, let's select. Have you compared the UA creatives with, uh, what was it? **Attack Hole**? No, but we can do it. We can do it, I guess. Um, we can. Yeah, we can. So look, what do you see here? All M. Yeah, I like... what are they only running M? No, no, they're running also other GOs, GS, other U channels. It's just uping Facebook, MGR, Unity, and basically that's it. And like some of the, like maybe Molo or some of like Digital Turbine, Bat Machine, whatever. Like this, all of these like basically DSPs, like nobody knows who actually, like what is actually that. But here, look, you see **All in Hole Puzzle Game**. So where's the puzzle? I mean, like I'm trying... I was trying to load this playable ad for Alterity yesterday, wasn't able to do it. So this is the same case again? No, no, no, no. It's just, it's like the playables on Sensor Tower not always working. This is from the old build, you see it? Oh, yeah, yeah, exactly. You see, so they made it less high production value. I mean, that's what you use in the creatives anyway, right? It's just like the whole lot of stuff you eat, everything, and it's satisfying feeling. That's it. Have we done review? We did. We done. Yeah, yeah, we did. We fight for America like with double revie. Yeah, exactly, exactly, exactly. You want to do this? Look, like this is exact [__]. This is exactly what you want to do and show in the creatives: lots of [__]. And this also old build, you see, because there is the nuclear... Yeah, the nuclear. Yeah, you know what struck me in that episode when we covered like two **Homo** games? Like we said that they don't have any hyper-hybrid casual games. It was still hyper-casual. Now that's the case, they have a casual name. Yeah, that's true. And look, like this basically it, right? I mean, it's a little bit more satisfying with food. And also, like look, it's like, what is this icon? It's very old. Old, yeah. Then we have this, which is also sushi, which I just got into. And you just got into sushi? I mean, in the game. Oh, there's the sushi eating for years, H! Yeah, of course. So do you count like how many, like, you know, this is the old creative? Then we have this, which is again the same thing. And now everything is again the same, except I guess this one. No usage of their high production game currently. Exactly, at least not yet. At least not yet because that's the... now you know that's the trend. If you look at **Match Factory**, that's... Oh, nice! Yeah, at least that's kind of like what now everybody's using. Choose the level, which is a little bit of the... Oh, but still, like there's 80, 81 pages of creatives, but it's like all of them are like just these. So just going to show you, let's say **App Lin**. Oh, great! Oh, there! There! It's just two months ago, and there's like a lot of playables. That's why there's no data. So there's a playable, there's the same thing, which is again this video, which we saw, the sushi one, and a playable, which is a playable factory one. Sending regards to Factory. Go again, not loading. I'm not sure. Music elevat. Yeah, still. Anyway, there's a play. I think they played this one yesterday. Yes, crossons crance. Yeah, oh look! Shout out to Claire and her new game company. It's like kind of a Zuma layout again. Yeah, everybody's after the Zuma thing. It's like Age of Empires one grass from Age of Empires. Exactly, exactly, exactly. So, but like this is it. I'm very confused. The guy you saw, like there was the guy, the new mascot of the game. Yeah, there was. Yeah, one second. There! There! Yeah, didn't playable. It's playable. That's still a playable. Yeah, which we can't see because my... It's not me, actually. It's Sor to like how they show these different levels. I tried it on different computers, even back at home. It's like doesn't really work. Okay, look, let's see actual Facebook. There are some slightly different things like this banana. Yeah, is old build. Yeah, and then corn. Oh, looks great! My guess is that they just don't, you know, maybe they don't need to iterate because like marketing is okay if the revenue is kind of okay what they're doing. Maybe just fleshing out the features set before they actually... That's why I have so little to say. Like I just think we're probably going to review this game again. I think it's going to basically evolve. But like how? Like what else? Like what else do you want to see used here? I mean, in terms of UA, almost everything basically, which is like four videos is not enough for even Lounge like this. I mean, to be honest, the meta is pretty flushed out. There's not that... Yeah, I mean, but there's nothing else just to add. Can we get someone from H on the podcast just to explain this to us? Probably will. Here, oh, here it's like enlarge the hole, fit the melon. Haha, he whatever. It's like, and like I'm super confused. Oh, it's still the same thing. No, bit of the melons. Do we want to do the trick? **Attack Hole** UA creatives comparison? Yeah, yeah, yeah, yeah! Let's see that. Got H games. There you go. Okay, let's just go and select all of you. Like see there, YouTube, TikTok, Facebook, like all of the other stuff. And running, look, it's TikTok is the top one. There you go. Let's see, maybe not. I still TikTok. Look, [__] hell! Oh, no way! Excited! Yeah, but this is the same creative that we saw when we were actually reviewing it. Yeah, reviewing it. It's the same! It's the same! Same guy! What the [__]? Wow, okay! So you guy with actually a finger like this is... Yeah, there's integral again. Integral video with... There is a... This... Oh, there! No Wi-Fi for long car rides! Okay, great! This is the same video that we showed during the recording. It's exactly the same! Hual! The hook is nice! Yeah, yeah, the hook is nice, but that's it! I mean, this is really, really interesting. I mean, like it's all the same! Everything! Okay, this is different! I remember this cre... It's exactly the same as... Yeah, yeah, with the real finger! The real finger! And then I think it's just like Will Smith in the background saying something like the voice fake AI voice of B. So it's like, I'm really... I really don't know like what's happening in here. They run almost every... But let's see, well, YouTube for example. And then Google is... Yeah, it's the same creative! Yeah, you remember this updated? Yeah, I remember it! I remember the other one! I remember this one! Yeah, yeah, it's like what are you doing even like with the like with this game and the other game? Look, the SM! Yeah, there you go! So nothing changed! It's like, oh, this cast is what, like last year? It's the same thing! And I'm pretty sure like they're going to do like the same thing with the **All in H**. There's the same like three or four creatives, nothing else. And then there you go, running the... If it works, right? I mean, I guess it works! Yeah, depends on the scale. We'll see! Will Smith! We'll see! Yeah, we will see! But the thing is, they could be earning way more money, no? Like it's like with all the different creatives and stuff, why not? I mean, this game hasn't really launched yet, so we don't know. It's a bit too early to tell, but yeah, from my perspective, if they segmented on user acquisition and loaded up on initial reward interstitials and some rewarded, maybe, but there too soon to sell. Yeah, so like what the verdict? I mean, if it's a casual game, then you know, like 20-30% is okay, right? Yeah, for me, the ver is great! Like what I'm really missing a little bit is the, again, this kind of a... it to pay as much I said. Yeah, I guess maybe the balancing play as well. Yeah, that's the different thing. But maybe the balancing of the level, like the, you know, the sticky teeth of a level curve where it gets hard gets... like I didn't get that feeling that much, to be honest. Like it was just like plain simple and like the difficulty wasn't even there, which I think these games just need because that we saw with **Twisted Tangle** basically. **Twisted Tangle** was super, super easy and then it got hard because it put the challenge levels into the main road and started generating IP revenue. So if they want to like really pump this up, so we have difficulty needs to be shown, which will be tricky with this score. This score is kind of very hard to create difficulty, I would say, to not feel frustrating because of course you can create difficulty by making the level shorter, but then it will just feel frustrating. And you don't want to create difficulty where the player feels like he's powerless. It needs to feel like, okay, I should have done that, let me try again, or I'm missing whatever, 20 more seconds, let me buy the booster. So that will be tricky, but other than that, this whole kind of a not reinventing the wheel and putting a completely viable core onto like a casual puzzle progression is a very, very good iteration. Like hands down, that's like, yeah, kudos to these guys, I would say. What if this is a baseline? Yeah, what is this? If this is a baseline for them and then they, as soon as they grow outside of these tier one countries, it's going to be even better. And then you can see maybe 200k per day? Yep, maybe! And probably some proper placements in it. I think so! We cover on Review R, we'll do a little quick recap on it. Yeah, on the... We'll definitely can, that's like for sure. Well, in terms of the UA, it's like what, like two... Oh no, no, three because they have three different concepts. I like, look, early days! Yeah, dude, but still you compare this and with the **Hexasword** we did last time, it's just like, come on! Yeah, but **Hexasword** is fully launched, man! Like can... Yeah, it's still like majority of revenue anyway is going to come. It's coming from us, so like how? Think, and maybe, maybe I haven't shown you this, but looking at **H's** portfolio revenue. Okay, yeah, this is literally doing 1.3 million for September in soft launch. Like how the [__]? Tier one soft launch! The thing, guys, but like that's big and all, but like this, this is a hyper-casual company, right? Like so, you know, this switching into hybrid, like same as Voodoo, just a little bit behind. That's it! Yeah, but like if you go to download, like go to download, downloads is like 30 mil a month. Yeah, so like this company could be making at least, you know, anywhere between 300 to 800k a day in ads, right? So it's still very small compared to the IP revenue. Yeah, yeah, for sure, for sure! Just saying like on the right track for **H** to get like a well IP driven game. Let's extend an open invitation to anyone on to come and talk about it because this is really interesting development. It's really cool to see! Congrats, guys! Also, I think we need to mention that you succeeded with the blur background and we can't really see the shower there, which is great! Difference! It's like that's like such a big... Not at all! Thanks, Riv side! I think my MacBook just died because... Exactly! Because of this! Almost died! Like can't comprehend the difference! Pixelate the shower! Yeah, thank you very much! Your opinion doesn't matter because I can't even spell your last name! I know, I know, I know, I know, I know! Okay, thank you very much, guys, for listening! Please share the podcast with your industry friends, comment under the YouTube video, and also please join our Slack channel. Also, if you can, share this video on LinkedIn and any of the other Slack channels that you are in so we get more exposure and we can get more guests on the podcast as well! Definitely! And the lineup is packed! There's going to be a lot more G soon! Yeah, soon! Oh yes! Thank you very much! Bye-bye! Bye-bye!
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