This is no BS gaming podcast 2.5 gamers -🎮 9 Playables, 9 Lessons: What’s working in playable ads right now
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 am conference discussion vibe, so let’s not take it too seriously.
The Team:
Jakub Remiar- Game design consultant
Felix Braberg – Ad monetization consultant
Matej Lančarič – User Acquisition & Creatives consultant
Join our slack channel here: SLACK CHANNEL
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Summary
The most freeing idea in playable ads keeps proving itself: your playable doesn’t have to match your actual game. This month a zombie survival game ran a football playable, and an isometric strategy game ran a non-isometric one. The crew breaks down nine playables and the lessons underneath them.
Matej Lančarič and Ondrej Mosberger are joined again by Robin Kuyer for the “everyone brings playables” format. They cover ZomLine Survival’s World-Cup-timed football playable (a themed playable bolted onto a 4X game — nothing to do with the core, and that’s the point), the perennial themed-playable truth (it either performs brilliantly or does nothing, with slot/casino games running Christmas playables all year), the frustration-as-motivator debate (Ondrej’s 3D-Tetris-on-a-Clash-of-Clans-lookalike playable that’s built to make you fail), the mini-game-per-mechanic strategy (Happy Nation/Miniclip’s nonogram — if your app has many mini-games, build a playable for each and measure which end-screen choice players tap), visual rewards vs literal rewards (Epic Stickman’s one-click combat that pays off with a cutscene, not a chest), the textbook hand-holding playable (Estoti’s Frostworld), and Matej’s picks — Smash Fest (which he crowns the trend everyone should follow), Rogue Legend (a smooth tower-defense playable with no logo or download button at all, for a game that looks nothing like it), and a wild Bart-Simpson-plus-undressing screw-puzzle hook fronting a 4X game (IP infringement and all).
Plus a genuinely useful tangent from Robin on how network preview templates clash with playable UI, and how Unity tracks users bouncing between CTA and end-card.
The through-line: run different playables to capture different users, don’t fear a mismatch between ad and game, and let the physics (or the frustration, or the reward) do the work.
Chapters
00:00 The format — everyone brings playables (and a heatwave)
04:20 ZomLine’s football playable & the themed-playable truth
09:40 3D Tetris on a Clash lookalike — the frustration debate
16:30 Happy Nation’s nonogram — a playable per mini-game
20:00 Epic Stickman — the visual reward, not the chest
23:50 Cooking Go & Frostworld — visually appealing, textbook onboarding
32:50 Matej’s picks — Smash Fest & the no-logo Rogue Legends playable
39:50 The Bart Simpson undressing hook & Smash Fest as the trend