🚀 Pixel Flow! Review: from 0 to $1mil+/day in 90 days
Автор: two & a half gamers
Загружено: 2026-01-15
Просмотров: 558
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...
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
/ jakubremiar
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Please share feedback and comments - matej@lancaric.me
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