is 1 million DAU. Give me a break. That's a lot of money.
Yeah. Yeah. Yeah. Yeah.
Even Royal Smash is actually catching up quite nicely. And I know why because if I compare then later like both like UAL/Creatives for Smashfist or Smashed.
N we'll see. We'll see. Defense like
Oh, no. I'm I'm seeing it already on in terms of the creatives, man. Like seriously. M and we're rolling the dice [music] but drops knowledge made of golden eyes. Felix with ads making those coins rise. Jack up designs worlds chasing the sky. We're the two and a half gamers the midnight [music] crew talking UA adverts and game design too. M feeling shak bringing the insight. [music] We're rocking those vibes till the early day master eyes on the prize tracking data through the cyerspace skies. Feeling [music] stats like a wizard in disguise real to the high. Two and a half gamers talking smack. [music] Slow hockey stick got your back. Ads are beautiful. They light the way. Click it fast. Don't
delay. [music] Uh-huh. Uh-huh. Uh-huh. [music] Finally. Yes. Hello everybody. Welcome to another fantastic episode of Two and a Half Gamers. And we are Two and a Half Gamers. And my name is Mat Laric.
Yeah.
Hello. Yes.
Hello.
We have a special guest and we are your hosts and we're going to talk about Smashfest and all the different Smash Festival games. all the other Smash Fest clones or let's get let's say very big inspiration or
all the controversy.
All the controversy. Yes. And I've been playing this game for a while.
What's your level?
It's 205. Let me let me check.
That's Granny Mati playing puzzle games.
Yes, let me check. I must say like it's not as hard. So 202
202. But then I have Royal Smash as well on my phone and Royal Smash. So, as you might have noticed, as we said, we are going to talk about more of these about more of these games. My Royal Smash is over 150.
I'm 71 Royal Smash.
Yeah, I know. I I I opened the knockout and I was like, why
why is the god of He's like seven.
He's still gather copies. Exactly.
Oh, sorry. Yeah, it's level 20.
24. Yeah, we talk about all this. So, for you hearing and like joining in, what are we even talking about? Because again, there's lots of
a new a new genre.
Yeah, a new genre. Whatever. So, let's
go a little bit of detective work.
So, there's this game called Smashfest, which I cannot even play because it's been taken down currently on Android store and you can only play.
That's why you're [ __ ] cheap. Buy iPhone. Buy iPhone and you'll be fine.
Yeah. So, what what's happening here is this kind of a new wave of physics based puzzler core gameplay where you're literally shooting a cannon into obstacles or objects. No, not cans. It's like lots of things.
This is a can.
This is a can. Yeah, this is a can. The very important thing and I I think like one of the key like why why this work is that each ball is basically one move
and as you shoot them you have limited amount of balls which are basically your moves similar to match three and if you lose you can get five more balls which you know where this is coming. It's completely physics based and physics really works. So
yeah I never got more like five more balls in Smash Fest.
What are you talking about anyway?
[laughter]
They help. They help.
They do. Come on.
Oh, well, okay. Fair. Oh, no, no, no. I can get Yeah, for 900 coins. You're right.
For 900 coins.
Yeah. So, again, let me maybe pull in a game that's already on the store, which is the second biggest game from this thing, which is uh Royal Smash.
Oh, I hate this [ __ ] pig. Ah, [laughter]
I like
pigs are always great. As for like pigs with beard and mustache, and it's it's white. pig. [laughter]
This in a play.
I hate this so much.
Anyway, uh let's move with the pig. So, what's happening is exactly the same coplay. You see like a little bit more different obstacles. So, now we have this for instance hard stones. We have like a rotor here. We have these different cans and as you see the structure really holds and you need to be quite careful and like make sure that you know what you're doing.
You suck at these games so much
because lots of times again if you don't do it properly you lose and the game gets quite hard later especially because of the physics and all these other interactions. So you see the typical blocker gameplay basically and I think it's much more mechanic dense than sword puzzler usually because there are much more different mechanics actually it's more close to match three as for like how many mechanics are introduced on the density of like every five three levels. So here for instance, we have these jars that again like you
Yeah, but then uh I mean they they introduced the TNT bombs somewhere in like level what whatever and then they dropped it again and it's different kind of obstacles right there. And you you have these jars since what like level 25
by level 70 they already have like what 10 10 mechanics pixel
but I think
10 mechanics by level 300.
Okay. But it's more like not the jars themselves, but like if the all like if the table moves up and down, if it moves from left to right, if it rotates and
all of these like this like fans,
that's level design. That's level design. Blocker framework is different. Talking about objects,
but those objects don't change since the level [ __ ] 25. Like, what are you talking about?
They are new. The new new stuff. Like you see here, for instance, you see this column or whatever in 30 levels, I'll get the new one.
Yes, I'm already past this one. Yeah, I know. Anyway, so this is as for the game play. Uh the main main thing to kind of go from there, the physics really works. Meaning that if I'm shooting into something, let's say on the bottom, it's extremely dense. And again, you see sometimes it works, sometimes it's not. If I shooting here, of course, this is the best kind of a, you know, physically point to kind of knock this down and so on. So physics really works. That's a very nice vector. They're also using the boosters to like extend this vector. Like for instance, you
and we are not talking about Smash Fest as we started talking about Smash. This is Royal Smash.
Yes, this is Royal Smash because you can
just for the audience because we jump from one game to another because you sucked at that level before.
Exactly.
So, but why did Smash Fest got taken down? Why this whole thing is happening or what's behind all of this? And again, you've seen the core already. So, but this
way wait. We got we were in China and we were like, "Oh my god, like what's happening?" And we started talking to our European friends and everybody knew.
Not a surprise. Have you seen like it's one to one for this like mini game from Toon Blast. Like what?
Yeah. Like mini game from tomb blast. So I pop in tomb blast and tomb blast as usual all these big puzzlers they have the freezing family spin puzzle.
Yeah. I was like what are what are what is everybody talking about? I was playing. That's what I would expect.
Not on board. But if you look at actually later into the events, there's this thing called Canon fest which is an event a typical live ops and game ops. Kinoa is the AI operating system for mobile game operations flows live segments inner messages push
notifications AB testing all in one place real time run by the operators who actually own the numbers. No dev tickets. Gary first pulled plus 43% Arab play studios plus 31% revenue on tetris block party same players more revenue integrated ours that's kinoa I personally invested as well thank you very much for sponsoring this episode
event where you have the usual um passive ones active ones that you know royal matches running monopoly everybody's running now and it can seems quite familiar because it's literally one to one to smashfest Even the visuals are quite the same if you look at the cannon like visual design.
Yes. But if you go back
Yes. If you go back to the tomb bus here. So there's a new there's a new version of Sansfest
and in the previous versions every level there was this cart which you just saw
pretty much on the on the video.
Mhm. They just came to the to the to your screen with the with the number of the level you you're just right now playing this one.
This one. Mhm.
Yeah. It was it was [ __ ] same same thing.
Just on the menu the the main screen then there's a new new level and it it was exactly the same. I mean, let's call it very similar.
Yeah. And why it's being copied now? Because this [snorts] is like where the plot thickens. Yes,
this video is from May 17, 2025.
If you look uh to Game Refinery that our great friends from Game Refinery gave us, this was actually noticed first time in November 2024.
So, it's nearly 2 years old.
Now, I'm interested to hear like what why the [ __ ] is now?
Yeah. So, whoever whatever picked this up got either some giant lucky hand or knew what he was doing all along or I
don't know why because if we go to this other
you don't know why
we can just guess. I I I thought you'll give us the answer because this this very
because there's this other thing which we know called tomb blast which is like the giant game from peak and if you actually go to their creatives
there we see something very very strange that they're running this as both playables and creatives
and
someone put one and one together and then just like oh wait a And this actually works.
Yes, exactly. Because I think I can even here
use the video.
Yeah. So, they're running these both S playables and creatives and it's directly from their event and uh first scene 2025 actually.
Yes. So h
there's there's this and then uh there's this which is this giant craze from June where in span of two months we have seven quite prominent companies doing a clone of this game and there's numerous dozens other copies on the market that I won't list because they're too small or too like uh again we don't know the companies but we can just go one by one. So, Royal Smash, the one that you see here already, uh, that's cipher games. By the way, one thing about Royal Smash, if we go here, which is, uh, quite interesting. So, goodbye.
Or maybe Knockout. Knockout. That's again the other one from Combo Games, which is Spy Games. Send in regards to Rena. these games already has a lot of metag game systems on top of them because both as you see in the pig as you see these guys like they're using their standard template that that's that's there but again Smashfest was first in June 20 June 15th then royals
no carnival king knockdown actually by fortune my game sending regards to to to my friends from Turkey then we have royal smash right after at the end of June by cipher games then we have knockout out. This is Spy Games catching up on start of July. And then we have No Fever, which is Kite Games. Then we have Stack Smash, which is Triple Dot. And then we have Carnival Blast by X Game. Again, sending regards to our friends from Vietnam.
So it seems that uh it's not a coincidence that seven companies are already copying this game within span of one month. Even though uh it's quite a mystery why. So you can I guess uh guess for yourselves and also guess why Smashfest uh if you look here was actually taken down quite abruptly from the store because if you look at the revenue did anyone say web revenue? Oh
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And now we go by apps. It was first started charting on iOS until something like mid to July when they launched the Android version, which was abruptly taken down by the end of July, somewhere here, like Monday, July 27, when you see
how the revenue pretty much dies down. Same goes for downloads, which are even more aggressively because they started scaling quite big. I'm talking like 300k downloads a day in the middle of July on Android and they suddenly then went from 200k downloads a day to nothing within spend a few days of course which means that it's taken down. So yeah um seems that whoever is kind of hopping on this train is too late already because there's like 50 different games on top of it and uh yeah it will be quite interesting to see which one wins. Of course for now cipher game so smash is the biggest one. I think it's even Yeah, it's not I guess the revenue numbers here are still kind of
Yeah, it's not there yet. Uh if we go downloads is there yet already is already there. Yeah.
Yeah, downloads is the biggest one. It's like nearly 300k a day. Uh you see that all these other games are just most probably soft launch phases whereas both Royal Smash and Smashfest are fully
scaling. So there's like big UA money behind those and all the other ones are just I guess kind of getting there. But uh we know that revenue numbers in these very early stages of these games can be quite deceiving on sensor tower to some degree. So
like it's it's usually is 1.5 or 2x more than what we see in here.
Exactly.
Because it's been what like month and a half. There needs to be like recalculation for sure.
Smash is 1 million DU. Give me a break. [laughter] That's a lot of money.
Yeah. Yeah. Yeah. Even Royal Smash Roy Smash is actually catching up quite nicely. And I know why because if I compare then later like both like UA/creatives for Smashfist or Smashed.
N we'll see. We'll see. Definitely like
Oh, no. I'm I'm seeing it already on in terms of the creatives, man. Like seriously.
No, no, no. Like um I'm not not disputing that. What I'm saying is that Smash Fest based on the numbers scaled the highest something like 100k the IP only that we see here. But again, it
but it could have been way more.
Yes, it could have been way more. So, let's talk about ad revenue, I guess, because all of these games are using the same template as the usual hybrid sword puzzlers, which means that there's probably big chunk of ad revenue added on top of all these things.
Not not if it if you play it on the plane. That's that's a huge huge time saving. And, you know, you can play offline, which is very helpful. Anyway, um yeah,
revenue because definitely huge opportunities to monetize this type of games. If we're talking about Smashfest, they had uh one rewarded at placement so you could get an extra life when you have zero energy and they place the inter every force attempt to to start level. So and uh al also it aligns with their
how they placed their hard uh levels. Their hard levels you usually get interstitial after the first attempt at hard level.
What is quite tricky for me and controversial because uh usually people are quite motivated to finish hard levels.
They want to prove themselves that they can manage it. So they get interstitial and um this is also the point where you may need one extra life maybe not once and the level is quite short 15 seconds and you for example spend three attempts to finish this level to win this level you get one interstitial and for example you use two rewarded ads to get extra life. You spend 45 seconds in the level uh in game but 2 minutes in ads. So it's just a point where a pressure can be a bit too high. But anyway, if we check
numbers that we have in sensor tower and try to estimate their ad revenue and believe all these numbers, I would say that roughly it can be 130k a day
on top of what we see here.
Yes. Only ad revenue. Mhm.
But I was playing also in Royal Smash and a few other copies and I can say that I love their strategy uh their position strategy more. They really royal smash implemented more rewarded at placements. It's quite uh interesting how they use the option they give they give players an option to double coins after that they get after they win levels. They this option is present uh every level that you win. I bet people
don't use it every time, but after you spend 900 coins to get five balls, of course, you want to get back your coins. So you definitely will use this this placement definitely have high optin rate and uh also you can get um you can watch rewarded ad and get an extra booster also extra life. So if we will for example apply this advertisation strategy to smashfest take all these numbers that we see we could uh have smashfest could have up more 30% more on their ad revenue.
So 30% on top of the
on top of on top of current strategy. Yes that they showed us
and this is this is currently being run by both royals. This is in fact magic because they copied. Yes, they they copied core but they made smarter
monetization decisions
and they can do even better if they will scale.
I just don't think like I think well I think Smash Fest needs needs to earn way more money than what we see and and if they actually I mean it feels for me like Smash Face is just not finished. There's so many things missing from the
feature wise.
Feature wise. Yeah. Feature wise.
Mhm.
Exactly. Like no events, nothing. Like what the [ __ ] Why?
I definitely don't believe the in session length that we see in sensor tower. It can't be like it definitely longer and uh
I doubt this numbers.
So
these guys look just all the different things right there.
These guys is everything. So we think that even for Smash it's even higher. could be something like what like
even for royal smash is higher for sure.
Yeah. Yeah. So what like 200k on on like uh admon only.
Um
yeah I yeah my guess would be like 250 or 300
250 plus plus another 200 on IP.
Uh it's million DAU if you go to DAU and look at the the country country level.
Not so hard to believe. Yeah. Oh, hello. Hello there. I didn't see you. Thank you very much for coming to this episode. Uh, it's brought to you by our sponsors, PVX Partners, the simplest and most effective credit line for marketing. If you're scaling your business uh, and need funding, here's the deal. With PVX Partners, you can grow your game easily and your business. There's no equity dilution.
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they target on United States.
Yeah. Yeah.
Well, you don't know. That's the thing.
No, we we can't know. We just
We You don't know because it's a new game,
a very novel design. Match Well, Toon Blast is using this as a creative for a reason, right? So it needs to be way cheaper than whatever sword is doing right now and whatever match is doing right now.
Yeah.
And the quantity of apps that copies the core and down scale proves this.
Yeah. Exactly. You only do cheap cheap [ __ ] if it when it's cheap.
Yeah. Yeah. Yeah. I know. I know. Of course. So it's much bigger than
Yeah. Yeah. For sure.
So are we looking at like like new
category in puzzle games right now? Oh, most probably like if you look into the physics uh category by revenue. So this is the one that's basically Angry Birds dominated one where there's Angry Birds, you know, that's the whole physics. But if you look closer, you see that now it's being pretty much completely taken over by these Smash physics games where Smash Fest is second, Royal Smash is fourth, Carnival Knockdown is sixth, No Fever, Knockout. So like out of top 10, six are already Smashfest ones basically. And then there's some more later down the line and like the usual kind of culprits here. So this is for instance tangle tangler of this like twisted tangle followup and so on so forth. So yeah like uh there's not that much noise in this category because there's just angry birds there. And you see that it's kind of quite low on overall revenue. So I can imagine this being taken over by Smash Fest clones whatever physics space like there's not some giant competition like if I would
shift this to sword it would be completely different. Uh if we go downloads
the same picture like all the smash big ones are there.
Save save the pets
brave [laughter] stars need to ask my guys what they're doing.
Yeah I guess save dog copy.
Yeah yeah exactly. Uh but yeah, like the usual thing like uh what's lion here? Three dot is also here with the smashfist game and like some cut the rope games.
Oh man, like
Yeah. So again, this category seems quite empty as for like lots of space to kind of go from to turn it into something similar as sword because sword really was like what like last two years that it really took off. So maybe physics next as for physics based puzzlers because novel and it seems it's proven because as I said
November 2024
this category was quite quite empty but not after this podcast.
Yeah also be much harder if you listen kind of late.
Exactly. So that's why I want to say like, okay, so it's new new new category, but then like it's already it's the the new category is 6 weeks old
and it's already seven games in there. So come on,
this is much like if you compare this to Pixel Flow, this is much faster.
Yeah.
Like if you remember the Pixel Flow craze from last year's October when everybody saw Pixel Flow and then mostly in like January they started hopping on top of it. Here you see that it's literally within a month and there's already seven of them after the first one.
So it's getting faster these iteration cycles.
I mean look you have you have 30 days.
You have 30 days and then you then if if you're if you scale then you should be at least okay. If you didn't then we just talked about with colony flow you just get steam rolled over you and you're you're [ __ ] But is it honest
to compare core game play that have pixel flow and this?
I think this is easier.
I think this is much Yes, it's easier. That's why for pixel flow copies, it takes so long.
Yeah. Yeah. I think the level design of this is much easier than pixel flow. Of course, it will take time to fine-tune and all these other things. But again, as I said, all of these companies as you see here, they have level based puzzle templates. So they just changing the core and putting the like
look out again. We know spy games, cipher games for sure. They had that uh before. And then uh take
Yeah. Really? Tell me tell me a game the cipher games did before.
They didn't have a puzzler,
man.
Really?
No, it didn't have anything. [laughter]
Chain merge didn't have something. Oh, come on. This this this seems that it had a template. I don't know man. Like look at the revenue. It's dead.
Doesn't matter the revenue. If they had a template template to to make it
it's template, man. It's not about
revenue. And this is this is how old like when was this released?
I don't know. But yeah, it's inactive across all the channels.
Last update 2023
story removal 2025. Okay.
But it seems that they have like a casual template and if they're not, you know, stupid. They were building in a template. Everybody in Turkey is building in a template.
Yeah. Yeah. Or they just Yeah. knocked on the like neighbor door and then just
what?
You have a template? Sure. Can I borrow this
man? You see this? They had a template.
Of course, they had a template for sure.
Okay.
[ __ ] pig is there as well.
Yeah, they had a casual man. This is one to one. That pig. I've seen this vampire already today.
What's happening? Cute pig. Cute pig. Popobia.
It's not cute.
It's not cute at all. It pisses me off so much. Oh man, it's it's like quite it's quite easy to spot now. Like I'm guessing even this Link Hunt game will be a casual game, isn't it? Of course. Yeah, they had a template. Like they had
a template like three failed casual games and now the like the fourth one being the biggest. Of course they had a template.
They had a template and now they have an idea.
Yes, exactly.
Fair enough.
So we're betting on Royal Smash winning the race now. Yeah. Well, let me yeah, let me share let me share few things. I can share only one thing actually and you will see immediately. You'll see immediately because if you are like the first game in the category like first gaming on on top of the like revenue engine like and you have 91 creatives 91 last days which is okay I can close my two eyes and say it's fine.
Can you put the date before the takedown when they were doing 300k a day? if you have one [ __ ] playable.
So I told my boss I made a playable [music] app with Playable Maker and he said to me, "What language did you code it in?" And I said, "I don't know. With Playable [music] Maker, all you do is
drag, drop, click, and it does it all for you." So again, he said, "What language did you make in?" I went, "I don't know. English." At the end of the day, [music] as long as a playable maker does it all for you, why do you care? It's just like magic. [music]
That's not okay.
Okay.
That's not okay. So I hope we don't see the full picture because if this is really the case like you're going to die very quickly.
Put in the date before the takedown.
So when was he taken down? Last the week before. We were in China.
We were in China. Um
so let's just do Okay, let's say this. Doesn't matter.
50.
It was taken down by Juland.
Yeah, I just put it. Yeah, there you go. 51 creative. And that's not even new. Only
has both both platform 30.
[ __ ] my life.
So they were running 300,000 downloads.
It's all up loving, man. Like what do you expect
on 50 creators?
Yeah, it's all it's all up. Nothing else.
Mhm.
Literally nothing else. I mean, to be fair, this playable is amazing. I mean, it's exactly like the game.
All the playables are exactly like the game. What do you mean?
No, no, no, no, no. Wait, wait, wait, wait, wait. Like look look at this playable.
Mhm.
How it looks like it plays really well. Thank you. Oh, another level. Great. Fine. I like this game. Okay. It's very satisfying. Okay. Fine. Another level. Oh, nice.
Where's the point coming? I'm I'm getting there [laughter] cuz this is third level in a row and pretty much explains like what you should do whatever and it's
this is that one poor playable that's like
that's why yeah exactly they like playable maxing this is playable maxing for like one so you have four levels and this is this is a playable and here it's
already it's kind of navigating you out of the of the playable to the store but I was playing this before we we start recording. So, I I already know like what should I do and I'm definitely going to win this [ __ ] playable. It's great. If you don't, you will see a big fail and a button like you should retry. You can retry now. That's it.
And they have all the different videos, right? So, I mean, whatever
all go, no nothing, just going
which is fine. which is completely fine because
basically
if you put anything on top of the game play it's going to be way more way more expensive. So I mean like like the structure of the creatives fine number of the creatives not fine not really fine. So all of these fine, whatever. If we go here to the [ __ ] royal smash last three days, 500 creatives,
five times more.
Way better, though. If you do, well, if you do before the before the take down, it's 10x more. This is how you do this the stuff. Like this is exactly what I really don't think it's working that well, though, is they're playable. This one look like what the [ __ ] is this? I mean it's too much stuff like it's it's already like too hard for me.
You mean like there's no progression from to is it too hard?
I mean there is like more levels but this is not like exact pacing. Yeah, exactly. Because now look it's like okay it started to I mean I was really frustrated when I was play playing this because it's already second and it's too hard and I have no idea what to do. So I fail and that's it. Okay, you know what? [ __ ] off.
Not even three.
Mhm.
You can't You can't You can't. So, and I can I [clears throat] can play this again. They have four levels. It's whatever. It's fine. But they have I
mean I think I Well, this one is actually This one is actually pretty good. This is how it should all be like this because you have again this this is easy. You can understand what's going on and you can actually, you know, play this. you get you get into the playable and you spend more into the playable without getting annoyed and frustrated with like the previous one because it was hard from the very beginning.
Now you play okay
and we all expect that because of this giant craze of everybody hoping on this they must have like very low CPI.
Yeah,
that is all about. Yeah,
that's all. Yeah, exactly.
Mhm. I
mean that's the expectation. So the low CPI it's going to take maybe another month or two and then we're done.
Yeah. It's going to like bait all the sharks to come.
Yeah. Yeah. Yeah. Yeah. Exactly.
But still we need to mean that using 51 uh creative smashfest grow till this huge volume. So what it's phenomenal or
what the 500 creatives here are it's going to take them further than Smashfest because of all the volume because also they are not running only uplavin but they're also integral and and liftoff and unity and way more channels
whereas smashfest is only doing one
with very low volumes so it's going to it's going to die quickly. Well, not quickly, but it's going to die eventually and they have nothing to replace it with and it's already too late. They should have been doing this like 3 weeks ago at least.
Mhm.
Because Royal SM is already like this is their advantage right now. And that's why I think they're catching up so quickly because they have so much so many more creatives and so many more channels. They have better
position for scale. way better position for scale
and also live ops
and also exact exactly also live ops and all the all the monetization stuff
and events like what I think doesn't really work is this AI lady on top of it I mean come on you can do better obviously
by the way now you need to uh write that this is lady is AI yes
yeah I mean rules you should eventually yeah you should eventually in Europe but I don't think people care that much
there some new rule that I don't get or something like that.
Yeah, it's very it's very new. Yeah. Yeah. They they just they just announced it and I think it's Europe. It's Europe only and you need you need to just
also look I think you know what doesn't really work here the the background and like the like the fancy stuff and 3D models and whatnot. You need here to be as simple as possible. That's why it works. That's why the lower CPIs, it's like it's bringing us back to the hyper casual era where it's like everything simple or simpler than everything else. Like that's what you know gives you the the lower CPI.
I don't [ __ ] care about the background.
Yeah, the background is too big.
I don't care. Yeah, exactly.
So the picture
even here like Okay, who cares? I'm go I go here. I mean there is a background. Okay, [ __ ] this is terrible as well. stand. Not terrible, but you know what I mean.
Yeah, of course.
So, yeah. So, we can we can look at uh let's see.
By the way, this sometimes happened to me during the levels that for instance rotating levels, you would start up a level and they would just fall by themselves.
Oh, never happened to me. Of course, it happened to you because you are like a lucky guy.
It never happened to me. But yeah, I mean, whatever.
Physics really works. See, they have 200 physical.
You know why I can't play this?
Why?
Because of this [ __ ] cannon and the the number on top of the cannon
drives me crazy. Also, the color
palette. Give me a break.
It's It's their color palette. You know, they have the like minions from Wish, the orange guy.
Sure, that's fine. But like these like purple whatever blocks here.
I agree. It's just my eyes.
The number on the bottom on the can is [ __ ] because in every single match three game it's somewhere there on the top right or top left
right. I was like anyway and like the color palette is driving me crazy like my eyes are bleeding literally for from this I mean you know the grandma eyes the grandma eyes are bleeding so I I can't really I love the team. I love them so much but I just I just can't I just can't. I mean like
I'm surprised Grand Games doesn't have this already in their portfolio or maybe maybe we just don't see their account.
They will wait
and then take over.
Take over. Yeah, exactly. Like they you know they do because like why would you just jump on this train when you have quite a big game under your hands right
now which is
so I mean doesn't make any sense
and you don't really need to be everywhere, right? So yeah, that's it. I mean it's it's very impressive and I think what we are seeing now is literally if you come up with the great novel concept you have
take it from somewhere
or take it from somewhere get inspired from somewhere but honestly like this is actually a very good exercise because have you ever thought like we would be seeing live like live ops events actually turned into a proper mobile game
trend And it's a trend. Yeah, exactly. And it's like actual trend.
The thing is that this this one is actually quite scalable on the content side. It's not that that that easy to for instance scale like a pachinko or whatever mini games like monopoly go or royal match is running you know or like digging mini like this. so many pachinko stuff
because they have this in the miniame
like the miniame is already scaled there by content like all these blocks of like jars stones box they have it already there so somebody did the heavy lifting at peak already. Yeah. Yeah. Yeah. Exactly. But that was not the question. It was just like, have you ever thought like that someone did the heavy lifting, but the other people will actually took will take this exact idea and turn it into a mobile game.
Of course, like
for me it's like it's brilliant.
Yeah, it is. It is.
But again, this mostly works because of the creative. That's that's that's the thing.
Yeah. But whoever did his homework, I mean, heads off. I mean, this is also like also heads off to Yu Yaku because that was very like serious detective work. I mean, I was like I was like, "Okay, I need to I need to force myself to play Toon Blast because Okay, there's a mini game.
Then after 30 levels, you like [ __ ] I'm not doing this. I'm not doing this. I can't I can't play blast games." And
uh I saw only like three or four saving the bear like uh mini games like pull the pin puzzles
compared to like garden scapes or
Yeah, exactly.
So I mean yeah whatever. I think like Smash Fest I'm not sure if if I like it the best because it was the first and that's the first advantage in my in my brain. But I also like the like how simple the visuals are literally here. It's just it doesn't really [ __ ] hell. This is not visual. Yeah, this is AI.
Yeah, that was AI.
Okay.
I mean like the actual game play. The [ __ ]
This is the actual gameplay. Okay. This is the actual gameplay. And if if cipher games didn't have the pig, I'm fine with that as well.
Pig is good, man. games with pigs scale.
I don't know. I'm
I know. I know. I know a few pigs that are quite big.
Yeah, give me just give me a cat. I would rather play a cat game than a [ __ ] pig pig game with a mustache and a beard.
This will be, you know, they have all the factors. They have a pig and it's a king. So,
yeah, I know.
I know. I know. I know. I know. I know.
Bunny.
I like this.
Yeah. Yeah. Bunny around. Exactly. the most annoying thing ever. I mean, this is just my personal preference, you know. So, who am I to judge?
Nobody cares.
Exactly. Nobody cares. Only me. [laughter] That's it. But people have their preferences anyway. Okay. Whatever. I think I think this is it.
This will be a very very very interesting review right there. I guess I'll pull up all the charts again after after we review this again and we'll see which one wins. But I'm guessing there will be more derivatives of this core immediately similarly as we seen with fixlow. So expect few other physics
based puzzlers coming in two months. I think scaling pretty high.
Maybe even one.
Maybe even one. Yeah, exactly. Maybe one will be one. All right. Perfect. Thank you very much guys for listening. I think this was very interesting. Katcha, thank you very much for coming uh sharing the
amazing ad monetization numbers and uh yeah, see you next time guys and in the Slack channel.
See you.
Bye.
Auto-generated captions from YouTube — names and numbers may be misheard.
The mobile gaming industry is currently witnessing the rapid emergence of a new physics-based puzzle sub-genre, catalyzed by the success of minigame mechanics originally featured in established titles like Toon Blast. By isolating the core loop of using limited projectiles to topple structures, developers have successfully transitioned these temporary LiveOps events into standalone, high-performing applications. This trend demonstrates a shift toward rapid product iteration, where successful micro-mechanics are extracted and scaled into full games to capture immediate market interest.
Market leaders such as Smash Fest initially set the benchmark by achieving approximately 300,000 daily downloads and generating nearly $1 million in daily revenue through a combination of in-app purchases and advertising. However, the landscape is highly competitive and volatile; following the removal of early frontrunners from major app stores, competitors like Royal Smash have moved to capture market share. These successors are refining the category by deploying more aggressive monetization strategies, such as frequent rewarded ad placements, and utilizing significantly higher volumes of creative assets across diverse advertising channels to maintain visibility.
The primary driver for success in this category is the ability to maintain low cost-per-install metrics through intuitive, frustration-free gameplay that translates effectively into playable advertisements. As at least seven major studios have already entered this space, the market is experiencing a surge of derivatives similar to previous industry trends. While the category remains relatively uncrowded compared to more saturated puzzle segments, the rapid pace of development and the necessity for sophisticated LiveOps mean that late entrants must prioritize aggressive creative scaling and optimized monetization to remain viable. Analysts expect this influx of physics-based titles to continue, with new iterations likely to dominate top-chart rankings in the near term.
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