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two & a half gamers

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two & a half gamers
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  • two & a half gamers

    🧠 MVP UA template AXON: How to set up your Applovin for Success by Matej Lancaric

    13/05/2026 | 26 mins.
    The AppLovin setup playbook. No micromanaging, no manual optimization, no bullshit. UA template for you! Applovin UA explained!

    Solo for episode three of the MVP UA Template series (after Facebook and Google), this time breaking down AppLovin / Axon end-to-end. Tracking setup, campaign structure, bidding, ROAS targets, the new CPM-vs-CPI billing change, creative strategy, the real Axon dashboard with real numbers from his own game, and the patience required to actually scale.

    The headline lesson: AppLovin is a beast, but it really matters what you feed it. Garbage MMP signals = garbage results. Playables aren't optional. And the geo-bucket strategy that works on Facebook and Google does NOT work here — worldwide campaign with geo targets is the only sensible setup.

    If you've been avoiding AppLovin because it feels like a black box, this is the episode that demystifies it.

    ⏱️ TIMESTAMPS

    00:00 Axon dashboard preview
    02:20 Why AppLovin and what this episode covers
    04:14 Budget, MMP signals, and the "garbage in, garbage out" rule
    07:42 Worldwide campaign + geo targets (NOT geo buckets)
    10:58 D7 vs D28 ROAS — which attribution window to pick
    12:57 CPM vs CPI billing — the new setting most teams miss
    14:40 Creative strategy: 80% playables, 60 new per month
    17:59 Push budgets hard when something works (30-50%)

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    📌 KEY TAKEAWAYS

    — AppLovin is not Facebook and not Google. The geo-bucket
    structure (US / Tier-1 / RoW) that works on those
    channels does NOT work here. Run ONE worldwide campaign,
    split by attribution window and platform only, and use
    geo-level ROAS targets to steer traffic — never geo-level
    budgets (they don't work the way you think).

    — Garbage MMP signals = garbage results. AppLovin doesn't
    know if you're sending the right event. If you're sending
    free trial signals labeled as subscriptions, AppLovin will
    optimize for free trials and your ROAS will look great in
    Singular while your real revenue dies.

    — Skip the CPI / D7 warm-up phase. AppLovin no longer
    requires it. Go straight to D7 or D28 ROAS, ideally D28
    for higher quality and longer-cohort optimization. Pick
    D7 only if your payback period is short and cash flow
    matters more than cohort quality.

    — New CPM vs CPI billing setting: start with CPM (spends
    evenly across the day), then switch to CPI only after
    you have winning creatives identified and want to scale
    aggressively. CPM billing eliminates the old "budget
    capped in 2 hours" problem.

    — Playables are non-negotiable. 80-90% of spend should go
    to playables. Top-grossing games ship 60+ new playables
    per month — that's the bar. Video length: 30-60 seconds,
    best results in the 45-59 second window. No hook needed
    on AppLovin (user must watch 30+ seconds anyway).

    This episode is brought to you by Potensus — the premium
    ad network with direct deals to Amazon, Apple, Coca-Cola,
    and Vodafone (no programmatic middlemen), partnered with
    PlayableMaker for native gaming creative formats.
    Head to potensus.com to get started.

    📌 MVP UA TEMPLATE SERIES
    1. Facebook setup
    2. Google setup
    3. AppLovin setup - you are here

    Full AppLovin setup guide linked in show notes.

    #mobilegaming #useracquisition #applovin #axon #mvpua
    #liveops #f2p

    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

    ---------------------------------------
    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 - [email protected]
  • two & a half gamers

    🌺​Cozy Florist Deep Dive: 4,000 AI-Generated creatives in 30 Days

    11/05/2026 | 32 mins.
    A Chinese-developed Farmville replacement just shipped 4,000 AI-generated creatives in 30 days. And it's only making $30K/day. What's actually going on?

    We dig into Cozy Florist by Rift Sky Games — the Western counterpart to
    "My Garden Tale," which is already doing $10M/month in China. The game is a remarkably polished Farmville without the annoying resource puzzle, with stacked cores including flower-merging mechanics, Solitaire-association customer orders, gacha-style flower rarities, social raids, and
    TikTok Live integration baked into the metagame.

    But the puzzle is the creative volume. 4,000 ads in 30 days
    is Forex-scale UA output. The game is testing primarily in
    Philippines despite being released globally in December.
    And the revenue isn't moving in proportion. The hosts spend
    half the episode trying to figure out what's happening —
    and the conclusion they land on is uncomfortable for Western
    UA: this is what "second generation" Chinese UA looks like,
    and the West isn't ready.

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    ⏱️ TIMESTAMPS

    00:00 What's going on
    02:55 Cozy Florist walkthrough — Chinese fonts, sad-story onboarding
    05:21 Stacked cores — flower merging, Solitaire customers, gacha
    13:00 TikTok Live integration baked into the metagame
    16:44 Revenue reality — 90% China, 2% US, $30K/day
    21:31 4,000 AI creatives in 30 days — Forex-scale output
    25:21 Why this game isn't soft-launching like a Western game
    27:55 The "second generation UA" gap Chinese studios are opening

    Get our MERCH NOW: 25gamers.com/shop
    --------------------------------------
    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 - [email protected]
    ---------------------------------------
    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
    Do you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
  • two & a half gamers

    The Attention Budget Rule: why tutorials should teach maximum 3 things at a time

    07/05/2026 | 37 mins.
    We sit down with Katie Madding (CEO, emhanceAI, ex-Adjust CPO) and John
    Hobson (founded user research at Bungie and Blizzard, 20+
    years on Halo, Destiny, WoW). The conversation walks through
    two real case studies — a Skullgirls Mobile playtest and a
    creative comparison — using emhance AI's facial-emotion
    analysis (0.89 ROC AUC, basically "lie detector" precision).

    The findings are uncomfortable. Skullgirls' tutorial pauses
    combat to teach mechanics players don't need yet. Every
    level ends with 5 passive screens stacked back-to-back. And
    the creatives with "near-death experience" hooks within the
    first 4 seconds genuinely outperform — not because Chinese
    UA teams said so, but because the emotion data shows it.

    If you build games or ads for mobile, this is required
    viewing.

    The link to the report is here: https://eu1.hubs.ly/H0v1sLM0

    Peaksel case study: https://www.emhance.ai/success-stories/peaksel-emhance-case-study

    ⏱️ TIMESTAMPS

    00:00 Cold open — designing the engagement curve
    01:30 Welcome + Katie and John intros
    03:48 How AI facial-emotion playtesting actually works
    07:57 Skullgirls case study: the first 15 minutes broken
    11:25 The attention budget — what it is, why it caps at 3
    17:14 High vs low engagement moments in Skullgirls
    24:13 Creative case study: Cat Match Two vs Sheep Swipe One
    29:52 Why "near-death experience" creatives win — confirmed

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    📌 KEY TAKEAWAYS

    — emhance AI uses facial-emotion analysis (0.89 ROC AUC, "lie
    detector" precision) to identify exact moments of high
    and low engagement during playtest sessions. Engagement
    = emotion + attention combined.

    — Skullgirls Mobile tutorial findings: pausing combat to
    teach optional mechanics players don't need creates
    frustration. Players come away thinking the game is
    shallow because the tutorial fights are too easy and the
    text walls killed momentum.

    — John's "attention budget" rule: teach maximum 3 things
    at a time, then give players space to digest. From his
    Halo days: pop up a tooltip → if used, snooze 5 minutes
    → if not, repeat. Snooze 15 minutes after second use.

    — The "5-stack of boring screens" problem is universal.
    Win → victory animation → reward screen → loading
    screen → cut scene → talking head → finally back to
    gameplay. Nobody designed this stack on purpose. Real
    playtesting reveals it.

    — Why 6 out of 7 AI ads still suck: the concept is right
    ("save the character") but the small execution details
    matter enormously. Emotion data lets you identify which
    4 of 15 things in a creative actually worked rather than
    throwing out the whole concept.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    🎙️ HOSTS
    Matej Lančarič — User Acquisition consultant
    Jakub Remiar — Game Design consultant
    Felix Braberg — Ad Monetization consultant

    🎤 GUESTS
    Katie Madding — CEO, emhance AI (ex-CPO, Adjust)
    John Hobson — Game user researcher, ex-Bungie/Blizzard,
    20+ years on Halo, Destiny, WoW

    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
  • two & a half gamers

    Soft Launch Sonar: 15 New Games, 14 Are Iterations, 1 Is Probably Doomed?!

    06/05/2026 | 34 mins.
    Every new mobile game is now a copy of a copy. And that's
    not a complaint — it's the strategy.

    We dig through the soft launch charts to surface 15+ new games released in the last three months. Voodoo's Block Pals (which is literally just Block Jam 3D again). Moon Active's two new merge games are chasing Gossip Harbor. Spike's Hexa Out, Quick Send, and Solitaire Sort. Grand Games hiding its new Aerogem on the Zimbabwe App Store to dodge takedowns. SuperSend's template-driven creative-first approach with FROZIA and
    Daily Farm Harvest Empire. Plus the bigger structural question: is Overwatch Rush actually going to make it?

    The pattern is clear - 80% works, 20% iteration. Every serious studio is following the same playbook. The question is who executes it best.

    ⏱️ TIMESTAMPS

    00:00 Cold open — merge is the new match-3
    04:04 Field Day by Bitod — ex-Supercell startup goes GTA
    06:15 Overwatch Rush — Blizzard's mobile play (high CPI face)
    09:53 Moon Active's merge wave — Reality Bay + Family Bay
    12:43 Voodoo's Block Pals + Century's DakiMage Color Puzzle
    15:35 Turkish section — Rolik, Spike, Grand Games dominance
    25:16 Aerogem hidden on the Zimbabwe App Store
    27:00 Arrows hits 6.5M DAU — the new template everyone copies
    28:38 SuperSend's creative-first templates: FROZIA, Daily Farm

    — "80% works, 20% iteration" is now the default soft launch
    strategy. Every game in this episode is an iteration on a
    proven winner — Block Jam, Gossip Harbor, Pixel Flow,
    Lesmore's Arrows, Township, Last War Creative.

    — Merge is officially being treated as the new match-3. Moon
    Active alone has two new merge games in soft launch.
    Caveat: merge is much harder to balance and live-ops than
    match-3, so most of these will fail.

    — Grand Games is hiding its new game Aerogem on the Zimbabwe
    App Store specifically because legal teams from incumbents
    (likely MiniClip / Lesmore) don't operate there. This is
    apparently a real soft launch tactic now.

    — Spike has abandoned its main App Store account and is
    publishing everything from a new "testing" account,
    releasing Hexa Out, Quick Send, and Solitaire Sort in
    rapid succession with the same template strategy.
    --------------------------------------
    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

    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 - [email protected]
  • two & a half gamers

    🎲​ Will Coin Master Board Adventure eat Monopoly Go? (Our year-end predictions)

    04/05/2026 | 32 mins.
    MoonActive just launched the obvious counter-punch to Monopoly Go — and it's already pulling 2.2M monthly downloads against Monopoly Go's 1.8M, with 10x fewer creatives.

    We break down Coin Master Board Adventure end-to-end: the stacked core
    loops (board + merge + Klondike + bombs + idle tree pets), the static-vs-seasonal album split, the 5-pop-up energy trap, the UA creative library, the launch trajectory, and why social casino monetization is still a money printer that the rest of the industry can't crack.

    Plus the question that opens the episode and pretty much defines the genre: what is the D365 retention of users spending $5,000+ a month? (Spoiler: basically 100%.)

    If you work on UA, live-ops, or social casino product, this one's required viewing.

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    ⏱️ TIMESTAMPS

    00:00 Cold open — D365 retention of $5K/month whales
    02:55 The setup: MoonActive's counter-launch to Monopoly Go
    04:13 Coin Master is a $70M/month plow horse — for years
    08:50 Walking the actual game: pop-ups, energy, board core
    13:12 Five stacked cores: merge, Klondike, bombs, idle tree
    20:00 Launch trajectory — $300K/day, 80K downloads/day
    21:27 UA creatives: 1.5K running, why CPIs stay at $90+
    31:21 Year-end predictions and the Las Vegas granny
    --------------------------------------
    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
    Podcast:

    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 - [email protected]
    ---------------------------------------
    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
    Do 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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About 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!
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