This is no BS gaming podcast 2.5 gamers – Acecraft review: Retro Cartoons + Hardcore Gacha. Collectible Albums just hit Midcore!
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
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Summary
We dive into AceCraft, Moonton’s new Tom & Jerry–themed midcore gacha shooter that mixes Cuphead-style 1930s cartoon art with Habi-inspired systems and miHoYo-style monetization depth.
Key insights:
Gameplay & Core Loop: Vertical shoot-’em-up with roguelite progression. One-button dodge/absorb mechanic lets players “vacuum” enemy bullets and counterattack, adding innovation to a familiar loop.
Systems & Meta: Built on the Habi gacha template but expanded with:
Gacha depth: Dual banners (Tom & Jerry separately) with pity timers, skewed rates, and duplicate scaling.
Weapons-as-gacha: Each major character has a signature weapon requiring rolls.
Collectible album (Royal Match / Monopoly Go style) with trade functionality, now ported into midcore — a first.
Co-op synchronous mode (rare in this space) with revive mechanics.
Three-layer skill trees, elemental affinities, wingman companions.
Monetization:
~$330K/day IAP revenue post-launch (peaking with Tom/Jerry banner).
Minimal ads (~10–15%), mostly revival videos.
Battle Pass upsell trick: Free track animations make it look like you’re getting paid rewards, nudging purchases.
Webshop presence: Linked via dev page, offering 5% bonus, but hidden in-game. Powered by TopOn mediation (Mobvista) instead of MAX/AdMob.
Market & UA:
Downloads ~300K/day at launch, half from China.
Scaling across 17+ networks: TikTok, Facebook, YouTube, Unity, AppLovin, IronSource, Mintegral, etc.
UA creatives lean on retro cartoon surrealism, dancing ads, Tom & Jerry music, plus street interview trend (borrowed from Raid Rush).
Prediction:
Strong in China/Asia due to IP and difficulty.
Likely to fade in Western markets (art style too niche, monetization too punishing).
Moonton may line up other WB/Looney Tunes IPs (Sylvester, Tweety, Popeye, Roadrunner) for similar launches.
Takeaway: AceCraft is one of the deepest midcore gacha launches in 2025 — but built for Asia, not the West.
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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
Chapters
00:00 Intro
03:46 Discussion on Ace Craft and Impressions
09:22 Core Gameplay Mechanics and Innovations
12:14 Character Development and Gacha Elements
15:04 Battle Pass and Game Structure
21:05 Exploring Game Modes and Social Features
23:05 The Collectible Album Revolution
25:23 Gacha Mechanics: A Deep Dive
31:48 Event-Driven Engagement Strategies
41:03 Nostalgia in Gaming: The Influence of Classic Titles
47:09 The Role of IP in Game Development
50:32 Cultural Differences in Game Reception