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episode 18 cover

Episode 18: What Players Really Want: The Slot Mechanics That Work

In this episode of Ace Alliance Podcast, Sevda Okur, General Manager, B2B at Omnigame, and Peter Weinreich, CEO at Omnigame, discuss what players really want from iGaming slots, how studios can stand out in tough markets like Denmark, and why strong mechanics matter.

episode 18 cover

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Speakers in this episode

magdaklimko
Host
Magda Klimko-Aydin
CMO at Ace Alliance

Magda Klimko-Aydin is a marketing professional with over 10 years of experience in content, social media, and communications. At Ace Alliance, she focuses on marketing and hosts interviews and podcast conversations with iGaming professionals. She has worked across agencies, SaaS, and startup environments, helping brands grow their visibility through content, social media, and strategic communication.

Sevda Okur
Guest
Sevda Okur
General Manager, B2B at Omnigame

Sevda Okur has over 15 years of experience in the iGaming industry, having worked across both operator and game provider sides in commercial, operational, and product roles. As General Manager, B2B at Omnigame she leads the game studio’s growth strategy, manages operator partnerships, and drives international expansion.

Peter Weinreich
Guest
Peter Weinreich
CEO at Omnigame

Peter Weinreich is the CEO of Omnigame and a senior leader with more than 20 years of experience across marketing, commercial strategy, and general management in regulated European markets. He has held various leadership roles with full P&L responsibility, and is known for building strong teams and turning strategy into real market results. Today, he leads Omnigame in Copenhagen, focusing on long‑term, value‑driven growth.

In this episode

  • How Omnigame built strong traction in Denmark with a small, focused portfolio
  • Why unique mechanics and clear differentiation matter more than ever
  • What players actually look for in slot gameplay and “feel”
  • The biggest challenges new studios face — and the advice Peter and Sevda give to those entering the market

Designing Slots Players Remember: How Omnigame Builds Games That Stand Out

In a market overflowing with thousands of near‑identical titles, creating a slot that players actually remember — let alone return to — is becoming increasingly rare. Yet Omnigame, a Danish studio with a portfolio of just 40 titles, has managed to secure a significant share of one of Europe’s toughest regulated markets. In this episode, Sevda Okur and Peter Weinreich explain how they did it, what players really want, and why originality still matters.

A decade of building games players genuinely enjoy

Omnigame is unusual in today’s industry: a studio that also operates its own casino, offering only its own titles. For ten years, the company has tested every game directly with real players in Denmark — a market known for strict regulation, high competition, and demanding audiences.

That environment became their proving ground. As Sevda explained, the studio’s success comes from combining strong visuals, distinctive mechanics, and a clear understanding of what keeps players engaged. When a portfolio of 40 titles can outperform competitors offering thousands, something is clearly working.

Why unique mechanics matter more than ever

Peter highlighted the studio’s signature mechanics — Wheels of Reels and Pyramid of Prizes — as a major reason players stay loyal. Wheels of Reels even won an industry award and has quickly become one of their most requested features in new markets.

The idea behind these mechanics wasn’t born from a trend report or a competitor analysis. It came from boredom. The founder, who is also the lead game designer, was tired of seeing the same grid‑based formats repeated endlessly. That frustration sparked experimentation — and eventually, a mechanic that feels fresh without confusing players.

Originality, Peter noted, doesn’t need to be radical. It just needs to be meaningful.

Mining Madness and the rise of game “families”

Among Omnigame’s strongest performers is Mining Madness, a title that has remained popular for more than two years. Its success led to Mining Madness 2 and the creation of a recurring cast of characters — a subtle but effective way to build familiarity and long‑term engagement.

Players gravitate toward games that feel both new and recognisable. Omnigame leans into that balance.

Entering new markets with a focused portfolio

After years of operating exclusively in Denmark, Omnigame is now expanding into Sweden, MGA markets, and Brazil, with more regulated regions on the roadmap. Their B2B journey is still young, but demand is already strong — especially from operators looking for something that doesn’t blend into the endless sea of similar slots.

Sevda emphasised that being different is only half the challenge. The real test is proving that players enjoy the difference. Without distribution, even the best ideas remain invisible.

What players actually want — and what studios often forget

Players may say they want something new, but they also want comfort, familiarity, and a sense of control. The trick is to innovate without overwhelming them.

Sevda explained that studios sometimes design games that look perfect “on paper” — mathematically sound, visually polished — but fail to deliver the right feeling during play. The emotional experience must match the theoretical one. If the RTP feels wrong, or the pacing feels off, players will notice immediately.

Data helps, but intuition and testing matter just as much.

Advice for new studios entering the slot market

Peter and Sevda were clear: success requires patience, funding, and a deep respect for the player.

Peter shared a story about their first investor, who cancelled dinner plans after trying Omnigame’s early prototype — he spent three hours playing instead. That moment validated the studio’s direction and secured the runway they needed.

Their advice to newcomers:

  • Don’t rush.
  • Don’t copy.
  • Don’t design for spreadsheets — design for people.
  • And above all, build something that feels alive when you play it.

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