two & a half gamers podcast

🚀​ Pixel Flow! Review: from 0 to $1MIL+/day in 90 days

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Pixel Flow! works because it combines familiarity with novelty. The core loop feels intuitive if you’ve played sorting or bench-based puzzle games, but the slinging and conveyor mechanics add speed, mastery, and tension. Difficulty is created through execution pressure, not confusion. Players feel smart when they win and responsible when they lose, which massively boosts engagement.


Monetization is deceptively simple and very effective. Interstitials trigger on failed and completed levels, rewarded videos are optional and placed where they don’t break flow, and there are no unnecessary ad placements on app open. Ads already contribute roughly 15–20% of revenue and perhaps even more, with room to grow, but the team clearly prioritizes uninterrupted gameplay to protect conversion and retention.


The biggest growth driver is UA. Pixel Flow! skipped a traditional soft launch, went hard on AppLovin and Mintegral, then expanded rapidly to TikTok, Unity, Google, and Meta. Creative velocity is extreme, with thousands of new creatives pushed in weeks, including playables, AI visuals, and gray-zone recognizable characters.


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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

Podcast:


Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg


00:00 — Intro and why Pixel Flow matters

02:10 — First impressions and core loop

04:10 — Sorting shooter mechanics explained

06:40 — Bench, tray, and slinging mastery

09:30 — Difficulty design and fail states

12:10 — Comparison vs Voodoo-style sorting games

14:00 — Growth timeline and revenue explosion

16:00 — DAU, geo mix, and scale reality

18:30 — Copycats and category pressure

21:00 — Deterministic vs casino-style puzzles

23:20 — Ceiling discussion: 15–30M per month?

25:00 — Ad monetization breakdown

27:30 — Why not to overpush rewarded ads

29:30 — CPI, retention, and UA efficiency

32:00 — Creative velocity as the real moat

35:00 — IP lookalikes and gray-zone creatives

38:30 — What Pixel Flow must do next

41:30 — Final take and closing thoughts


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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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