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Arcade Mode available in Shmush: The Spinning v2.0
February 17, 2019

Almost 8,000 people have played the game (and a few even liked it)! I’ve been hard at work on the next update to Shmush: the Spinning, and I’m happy to announce that it launched today

It’s available for free on the iOS Appstore and Google Play.

The new version includes an arcade mode. This is a fast-paced mode that uses the same mechanic as the original puzzle game, but adds a twitch element. Shmushies are falling (and they’re falling fast) and you need to keep clearing them to ensure there’s room for the next one. Think of tetris meets Shmush. Try it out and let me know what you think!

I also used this opportunity to clean up the user interface and fix some bugs. It should be easier to see your ranking and choose your game type.

I have one more update in the works, and then it’s time to take the lessons from this game’s release and move on to my next one.

Shmush: The Spinning is now available!
December 19, 2018

I’m happy to announce that Shmush: The Spinning has launched! It’s the sequel to the wildly fun Shmush puzzle game. Similar to the original Shmush, you free the shmushies by combining them into larger shmushies. This time around you spin the entire board to change the direction that the shmushies fall. Like all my games, it starts easy and gets hard quick. Can you take on the challenge?

It’s now available for free on the iOS Appstore and Google Play.

This game has been a long time coming. Thanks to working with my marketing partner, I added lots of new features including:

  • Five worlds of Shmushy puzzles to complete
  • Mind-bending puzzles to solve
  • Robust ranking and leaderboards available for each level and for the entire game. Funnily, these leaderboards are similar (but much improved) from the leaderboards available in Bukoo, the first game YOPEY YOPEY Games Co. launched
  • Achievements to keep you motivated in freeing shmushies
  • Cute and animated Shmushies
  • Wonderful sound effects
  • Hints available for those who get stuck
  • Facebook integration - invite your friends and see how well you do compared to them!

So try it out and let me know what you think!

This took longer than expected
December 17, 2018

I’ve been talking about releasing my next game, Shmush: The Spinning, for months. I am happy to report that I am there. I submitted the game to the iOS Appstore this morning and it should get through that process in the next week or so if everything goes well. Android is way easier and will be ready when I upload the final build.

I’ll probably hold off releasing the game until after the New Years as I think I’ll get better traction once everyone is back at their computers and work.

While I’m super proud of my new game, I’m ready to move on. I guess that happens with all projects. I have a few prototypes in the work and hopefully one of them will stick and become my Next Great Thing. I’ll keep you updated.

Cleaning up the attic
October 6, 2018

Another quick refresh of the website. We’re getting closer to launching Shmush: The Spinning. I’m growing excited. The game is now feature complete–meaning all the game features I planned on adding are now working. The next stop is content complete: when all the levels are finished. After that I’ll likely need to squash the remaining bugs and then release it.

I continue to tweak this website. The menus are better and the individual game pages are much cleaner. I think I’m almost done playing with it, which is nice since I have lots of other things I should be doing.

New Logo
September 29, 2018

Did you notice the new logo on my website? I was tired of not having a logo with animated eyes. I don’t know what it is about animating eyes, but I really enjoy it. It’s a small thing that requires relatively little code but it makes me happy every time I see googly eyes that move.

Work continues unabated on Shmush: The Spinning. I’m adding lots of polish and features that will hopefully keep people playing. The game itself is rather fun now and hopefully I’m not the only one who will think so.

I don’t have a firm release date, but my todo list has gotten very small. I still have lots of marketing things to finish, so it probably is a few weeks out. I have started thinking about my next game and started prototyping. I’ll keep you updated.

Marketing Partner
September 4, 2018

I would have released my next game (another in the Shmush universe) a month ago, but I decided to do something special this time: I hired a marketing group to help me.

About a year ago I was chatting with a former colleague about YOPEY YOPEY. When we got to talking about the business side of my games he wondered how much time I spent on marketing. I spent a lot of time building my website, which is a form of marketing. But that clearly was not what he meant. When I embarrassingly told him I release my games to the internets and hope someone plays them, he looked at me for a long time. He said I should spend at least as much time on marketing as developing.

Knowing my tolerance for speaking to strangers, I decided to seek help with that aspect of development. I have been working with a marketing company for a month now on my next release. Their suggestions resulted in a lot of reworking and polishing, particularly around the progression of the game. Hopefully this translates into a better game. I’m also planning to spend actual money on marketing. Not sure what the ROI for this investment will be, but I’m hopeful (ever the optimist). If nothing else it will be a great learning opportunity.

Besides my next game, I have a bunch of other games at various points of completion. Once this one goes gold, I’ll figure out which one to concentrate on. My hope is that the marketing works out and I can apply the same degree of polish (and money) to publishing my next game.

New yopeyopey.com Website
August 20, 2018

I have a new website! In preparation for launching my next game (spoiler: it’s a Shmush game!), I’ve been sprucing up the place. I also added this fancy news/blog area. You never know, I could actually start writing again. Do you remember those days? I certainly do, and it’s one of my ongoing regrets that I don’t do more of it.

Notice the cool creatures bouncing around the screen? Yes, that was totally worth a full day of programming. It was a bit scary to go back into some of my old code to pull out the creature code. Surprisingly, it was easier than I expected. It only took so long because I’ve released so many games!

I have been hard at work on a number of projects. Checkout my wife’s fancy new artist page. (I’ve been going on a bit of a website tear these past few weeks.) But I will soon return to my love of making games. I have two more games queued up after this one. And I have dreams of making a non-puzzle game again.