
two & a half gamers session #107 – Squad Busters is Pay to Win: True or False? LEAKED Global Launch strategy. Big game review!
This is no BS gaming podcast 2.5 gamers session #107. 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
In this conversation, the hosts discuss the game Squadbusters and its recent updates. They talk about the changes between the beta builds, the new gacha system, the progression of characters, and the introduction of mega units. They also mention the Battleback feature, the Beach World, and the Squad Journey. The hosts express their excitement about the game and discuss the potential impact of certain features on the competitive Supercell community. The conversation discusses the gameplay and PvP experience of a game called Squad Busters. The hosts express their enjoyment of the game but also highlight some issues, such as the lack of readability in PvP battles and the lack of incentive to engage in PvP. They also discuss the game’s monetization system and the potential impact of its global launch on other Supercell games. The conversation concludes with a discussion on the game’s ad strategy, including the use of content creators and potential ad placements. Supercell’s upcoming game, Squad Busters, is discussed in detail, including its potential for success and the marketing strategies that could be employed. The conversation covers topics such as the game’s target audience, monetization strategies, potential influencers, and advertising channels. The hosts also discuss the similarities between Squad Busters and other Supercell games, as well as the potential for cannibalization. The conversation concludes with a discussion on the importance of soft launches and the potential success of Squad Busters based on Supercell’s track record.
Takeaways
- Squadbusters has undergone significant changes between beta builds, including the introduction of a new gacha system and character progression through shards.
- The game features mega units that are consumable and have powerful stats, adding a pay-to-win element.
- The Battleback feature allows players to open chests and upgrade characters using consumables.
- The Beach World introduces new maps, units, and mods, and the Squad Journey provides a progression path for players.
- The hosts express excitement about the game but question the impact of certain features on the competitive Supercell community. The hosts enjoy playing Squad Busters but highlight issues with PvP battles, such as lack of readability and incentive.
- The game’s monetization system, including the gacha system, is praised, but the PvP win condition needs improvement.
- The potential impact of Squad Busters’ global launch on other Supercell games, particularly Brawl Stars, is discussed.
- The conversation explores the game’s ad strategy, including the use of content creators and potential ad placements. Squad Busters has the potential to be a successful game, given Supercell’s track record and the similarities between Squad Busters and their other games.
- The game’s target audience is likely to be different from that of Brawl Stars, with Squad Busters appealing to a more casual and approachable player base.
- Monetization strategies should be tailored to the Asian market, as pay-to-win mechanics are more accepted and successful in that region.
- Influencer marketing, particularly on platforms like TikTok, can be a powerful tool for promoting Squad Busters.
- Advertising channels such as TikTok, AppLovin, Google, and Facebook should be utilized to reach a wide audience.
- Creative concepts for advertising should focus on storytelling, showcasing characters and progression, and incorporating humor.
- Soft launches can provide valuable feedback and data, but given Supercell’s expertise and the similarities to their other games, a soft launch may not be necessary for Squad Busters.
- Supercell’s strong retention rates and high day 30 percentages indicate the potential for long-term success with Squad Busters.
- The success of Squad Busters will ultimately depend on the execution of marketing strategies and the quality of the game itself.
Keywords
Squadbusters, game design, beta builds, gacha system, character progression, mega units, Battleback, Beach World, Squad Journey, Supercell, Squad Busters, gameplay, PvP, readability, incentive, monetization, global launch, Supercell, ad strategy, content creators, ad placements, Supercell, Squad Busters, game launch, target audience, monetization, influencers, advertising channels, cannibalization, soft launch
Agenda:
00:00 Introduction and Setup
07:04 Soft Launch Strategy and Global Launch Announcement
13:56 Plaza, Character Progression, and Fusion
36:19 Monetization System and PvP Win Condition
55:35 Launching Parallel in China
01:04:53 Creative Concepts for Advertising
01:13:26 Influencer Marketing and Soft Launches
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