
Show Notes
A job-search app shipped a Flappy Bird playable that ends with "there's a relevant job for you." Two years ago that would have made zero sense. This month it's the trend: non-gaming apps are flooding the playable space, most of them vibe-coded with AI in an afternoon.
Matej Lančarič and Ondrej Mosberger are joined again by Robin Kuyer (Unity PlayWorks) for the "everyone brings playables" format — with the bold creative twist of reversing the order.
https://lancaric.substack.com/p/h1-2026-brutally-honest-ua-report?r=7qqaf
Matej's Brutally Honest UA report puts playables at 40-60% of creative spend, up from 30-40% a year ago, as AppLovin, Mintegral, and the SDK networks keep growing. Robin brings the "Frankenstein" playable (Wool Crush: arrows + yarn mechanics + save-the-cat, every popular concept stacked into one ad — plus his spreadsheet method for engineering ideas from what's trending), the non-gaming wave
Ondrej closes with a Fumb Games playable vibe-coded in Playable Maker (30 iterations and the next version does it in three) and a clean memory-game hidden-object playable that respects the player's intelligence.
⏱️ TIMESTAMPS
00:00 Playables are 40-60% of creative spend — the Brutally Honest data 06:25 Wool Crush — the Frankenstein playable and the spreadsheet method 11:20 Non-gaming apps take over — Indeed's Flappy Bird, finance, cleaners 19:40 Hero Wars — the open-roam level playable and how to iterate it 25:05 Supercell's playable — lost seven times, should a playable let you lose? 29:40 Sunday City — GTA timing, Grove Street, and the double-hook debate 38:30 Cozy Florist's AI merge & the cats-with-guns wildcard 44:50 Vibe-coded in Playable Maker + the memory-game playable that trusts you
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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
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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
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More from two & a half gamers
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Solo Dev Journey #2 is here because you asked for it. This one is about the single question every developer, my own programmers, and even Andre keep asking: “You spend $4.5K a day and make $4K a day… and you’re happy? That makes no sense.” It makes perfect sense, and I open my Singular account on camera to prove it.
Jam Bus Sand Fall is Bus Traffic Fever with sand: trucks (Matej says buses) line up at the bottom, colored sand pours in from the top, and you watch. There is no speed-up button, no rewarded “go faster” placement like Colony Flow.
Solo news week, and the action is all on the platform and ad-tech layer. Miniclip launched AdSurge, a new ad network built with Tencent and Easybrain: Miniclip’s casual portfolio and addressable pool, Easybrain’s Sudoku-grade monetization data, Tencent’s scale behind it, landing exactly as AppLovin sits in legal trouble and Unity bets everything on Vector. It won’t dethrone anyone overnight, but a well-funded entrant with real first-party data means more auctions and pricing pressure, and that’s leverage for all of us. Matej is testing it the day he gets access and says you should too. Then the shutdown wave. Supercell is killing Squad Busters: pulled from stores December 1, servers off December 14, barely two years after a global launch Supercell almost never grants and almost never reverses. If the best hit-rate instincts in the industry can push a game to global and lose it this fast, the bar for worldwide launch is very high. Ubisoft is worse: Rainbow Six Mobile shuts in January, Helsinki studio RedLynx is poised to close with 52 jobs at risk, and the number that explains it all is $5.3M lifetime IAP from 13M downloads. Installs are a vanity metric; monetization is the business. Also: we broke it first, Luis de la Camara (ex-Rovio, King, Gameloft) is the new CMO of Smadex, go watch Felix’s episode with him. And the 30% fight boils over: Google defending Play Store commissions in a £1bn UK class action while the CEOs of Rovio and Sega say Apple and Google aren’t earning their cut. No shit.
Luis de la Camara spent 20 years on the client side, six in AAA, then Gameloft, King, Scopely, and five years at Rovio through the Sega exit, and he left a few weeks ago. Felix got him on before the news broke: Luis is the new CMO of Smadex. So this is a conference-bar conversation on tape. The brand question first: even with Angry Birds and Candy Crush, nobody has cracked measuring brand on top of UA; broad awareness campaigns brought the same quality users at a much higher CPI, so the real power of brand is cheaper performance, and incrementality testing is the only way to know whether App Store search is growth or just defending your own IP.