The first frame of this creative has all the essentials: resource collecting and production improvement with the proceeds.
This fully correlates with game mechanics, although in a slightly modified form. The loot is exaggerated to ease a user’s perception. The process of mining improvement is simplified for the same reason. This ad creative also has all the main triggers for the target audience: efficiency, loot improvements, and striving for new levels of complexity.
The upgrade in this creative was majorly exaggerated which considerably eased the collection of the resource. This creative continues the idea of the previous ad approach, slightly refreshing it.
We attract an audience inclined to achieve goals by letting showing them through ads that the game allows them to upgrade to an incredibly efficient level.
Also, at the end of the creative, we show a variety of levels and a super-goal which hypothetically also becomes a trigger for this kind of audience.
A strong trigger for an audience with a high LTV is the goal itself and the way to its achievement.
Everything in this creative is clear from the very first seconds, so the whole task fits in one frame. This also allows a player to develop their strategy for moving around the playing field which is which is equivalent to game mechanics.
Additionally, it should be noted that showing an obvious mistake at the end of the video is a firm accelerator that encourages a user’s action.