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This is no BS gaming podcast 2.5 gamers -💣​ How Smash Fest created a NEW Puzzle category overnight

Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 am conference discussion vibe, so let’s not take it too seriously.

The Team:

Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r- Game design consultant

Felix Braberg⁠ – Ad monetization consultant

⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Matej Lančarič – User Acquisition & Creatives consultant

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Summary

Here’s one of the wildest copycat stories in mobile: a LiveOps event minigame buried inside Toon Blast got extracted, turned into a standalone game called Smash Fest, and within a single month seven prominent studios shipped their own versions. A whole new physics-puzzle category, born from an event nobody was supposed to notice.

Matej Lančarič and Jakub Remiar are joined by ad-monetization guest Katerina to break down Smash Fest and the clone explosion around it. They cover the physics-based cannon core (each ball is a move, run out and buy five more — match-3 logic on a physics engine), the detective work tracing it back to Toon Blast’s “Cannon Fest” event (spotted by Game Refinery back in November 2024, and run by Peak as both playables and creatives — someone put two and two together and realized it worked), why Smash Fest was abruptly pulled from Google Play right as it scaled to ~300K downloads/day, and the seven-studio clone wave (Royal Smash by Cypher Games, Carnival Knockdown, Knockout, Knock Fever, Stack Smash by Tripledot, Carnival Blast, and more). Katerina digs into the monetization — Smash Fest’s fairly basic setup (one rewarded placement, interstitial every fourth attempt) versus Royal Smash’s smarter double-your-coins rewarded flow — with estimates landing around ~$130K/day in ads for Smash Fest, and the crew guessing the true total (IAP plus ads) could push toward ~$1M/day given a reported ~1M DAU. Then the UA reality: Smash Fest scaled ~300K downloads/day on ~50 creatives and essentially one great playable, ~90% AppLovin — while Royal Smash is catching up fast with 10x the creative volume, more channels, better LiveOps, and a monetization edge.

Chapters


00:00 A new physics-puzzle category — and the controversy
03:00 The core loop — cannon physics, each ball a move
07:00 The detective story — it’s Toon Blast’s Cannon Fest event
10:30 Seven studios clone it in one month
12:30 Why Smash Fest got taken down as it scaled
16:30 The monetization breakdown — ~$130K/day in ads
23:00 A new category: physics puzzlers take over from Angry Birds
28:00 The UA reality — 50 creatives vs Royal Smash’s 500