Squish Machine, releasing Feb 7 on iOS!

suitcasenuke

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  • Posts: 143


Hey all! I've got a game coming out soon called Squish Machine. The game is a bright, fun, lightly humourous action puzzle game with 128 bite-sized levels to challenge players, with plans for more. The idea is to stop the machine before it squishes you! Do so by reaching the coloured buttons while avoiding enemies and hazards. If a button is destroyed before it’s pressed, the machine is triggered and you’re squished.

Those who unlock all the levels will unlock an endless arcade mode the randomly cycles through all the launch levels.

Trailer:
https://www.youtube.com/watch?v=YHcIuNY8w0U

You can pre-order it here:
https://itunes.apple.com/us/app/squish-machine/id1437134059?mt=8

TA has always been kind enough to give my games coverage as well:
https://toucharcade.com/2018/12/10/squish-machine-trailer/
https://toucharcade.com/2019/01/07/squish-machine-release-date/


« Last Edit: February 03, 2019, 05:45:46 am by suitcasenuke »



ViniciusAlves

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Care to share some numbers, @suitcasenuke?
What's the state of AppStore features these days?

suitcasenuke

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Well, the store has changed a lot since iOS 10, and launch weeks are more challenging. Launch numbers are down in general. The game currently sits at 212k downloads and $9k USD (ads and iap included) after 3 weeks. I don't typically share revenue numbers, but as a 'state of the union' of the current App Store, I think they're useful. Devs really have to make sure their monetization is as solid as possible nowadays and the ad to fun balance has to be tight.

I do think the game is suited for a decent revenue tail being level based, and I'm adding levels pretty regularly. That compulsion to see the next level is an asset. Hopefully with some future features it'll keep trucking along.

ViniciusAlves

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I see. I've got around 23k downloads and $1k revenue in a month with a previous feature. It was featured only in France, so I expected bigger numbers from your game being globally featured, but it sounds like good numbers anyway. Also, I agree with you on the replayability of your game, it's amazing how the game flow keeps you playing until you have no option than to stop due to real life happening. Any expectations from a future Android port?

suitcasenuke

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Yeah, things are just more difficult now overall. So you have to be much more careful with your time and not get too carried away if you're depending on the revenue from a smaller piece of the pie.

As for Android, not this time. It's Apple only. I'll have to start doing Android ports again though with iOS revenue slimming down.