Hi Webnetic team,
Thanks so much for taking the time to chat with us! We’ve been spending some time with Blocky Blast, and it’s got us hooked on its colourful charm and satisfying puzzle loops (Review at the bottom). We’d love to dig a little deeper into the story behind the game, your inspirations, and what’s next for you.
Let’s Start with Blocky Blast
Q) For those who haven’t had the chance to play yet, how would you describe Blocky Blast in a sentence or two?
A) Blocky Blast is a simple and colorful puzzle game where you just tap groups of blocks to clear them. It’s easy to jump into, but the further you go the trickier it gets – and if you like a real challenge, there’s also an endless mode.
Q) Puzzle games have a rich history, from Tetris to mobile hits like Woodoku. What made you decide to throw your hat into the ring and put your own spin on the block-clearing formula?
A) Our studio also follows gaming trends, and from time to time we set ourselves the goal of creating a simple but fun game for consoles. Since many block puzzle games come from mobile, we wanted to bring that style of gameplay to consoles too, but without microtransactions, just a fair one-time price that everyone can enjoy.
Q) The game offers two modes—Adventure and Infinite. How did those come about, and what do you think each brings to the overall experience?
A) Things like this usually come up along the way. The Infinite mode was actually a quick idea we managed to put together pretty fast, so we decided to add it into the game. It didn’t take too much time to implement, and for smaller, budget-friendly games like ours we always have to be careful with resources.
Q) One thing we noticed is how balanced the difficulty feels: it’s easy for beginners but still challenging for puzzle veterans. How tricky was it to get that balance right?
A) We’re already using AI models that help us a lot with balancing, and they also let us predict where potential problems might show up. Thanks to that, we can fine-tune the game faster and keep it fun for both new and experienced players.
Behind the Scenes
Q) How long did Blocky Blast take to make, and what was the biggest challenge along the way?
A) We don’t really measure our projects by time, because different people jump in at different stages. It’s not just our in-house team, sometimes we also bring in freelancers, and the biggest challenge is keeping everything consistent, so it all works together in the end.
Q) The visual style is bright, clean, and family-friendly. Was that a deliberate decision from the start?
A) Yes, that was intentional. We wanted Blocky Blast to feel light, colorful, and family-friendly right from the beginning, so it’s easy for anyone to jump in and enjoy it without feeling overwhelmed.
Q) What about the sound design—what kind of mood did you want players to feel while playing?
A) For the sound design, we didn’t create it ourselves, we use fully licensed songs that we buy from three different sources. The goal was to keep the mood light and enjoyable, so players can relax and just have fun with the game.
Q) Did you have testers or early players giving you feedback during development, and if so, did that change much about the final game?
A) Yes, the game always goes through multiple testers, both from our company and also from our partners, many of whom are YouTubers or people who wanted to help us by trying it early. They usually get the game a few weeks before release, share their feedback and point out any bugs, and based on that we prepare a day-one patch.
Q) We’d also love to know about the size of your team—how many people worked on the game, and who does what at Webnetic?
A) We’re basically a small core team of three people, and besides that we sometimes bring in freelancers, both from our country and from abroad, to help with specific parts of development. Everyone takes on different roles depending on the project, so it’s always a mix of in-house work and external support.
Platforms, Pricing & Strategy
Q) On Xbox UK, the game is just £2.49, which is an incredible price. What was the thinking behind keeping it so affordable?
A) We wanted to make Blocky Blast available to as many players as possible, so we kept the price really low. It’s a simple and fun puzzle game, and we think it’s better when everyone can grab it without worrying about microtransactions.
Q) You’ve also released the Blocky Blast Triple Pack. Where did that idea come from?
A) With the Triple Pack we were mainly experimenting. Since we’re still new on Xbox, we need data, so we tried different things, like bundles and timed discounts. Internally it’s also easier for us to manage when we put the launch discount only on one version instead of setting it up for three.
Q) Bringing games to multiple platforms isn’t always easy. How was the experience of releasing Blocky Blast on PlayStation, Xbox, and Windows all at once? Any surprising challenges?
A) It’s always about management. You’re doing several things at once across different platforms, and each one has its own specifics. But after years of doing this, I pretty much handle it like a robot now.
Q) Indie games can sometimes get buried in crowded digital stores. How do you approach marketing and getting your game noticed by players?
A) Some parts of our marketing we like to keep to ourselves, but what we can always say is that our community and the strength of our brand matter the most. Players can rely on us that the game will work as it should, and if something goes wrong, they can contact us directly, support is handled by the developers themselves. If a bigger issue ever comes up, we try to fix it quickly with an update, and sometimes, if it’s a serious or tricky problem that couldn’t be properly tested, we give out free games as an apology. But we also kindly ask players not to misuse this, it’s only meant for real cases where the problem is bigger than expected. For us, the customer always comes first.
Looking at the Bigger Picture
Q) Puzzle games never really go out of style. Where do you see Blocky Blast sitting within the wider history of the genre?
A) Blocky Blast is a small piece of that long puzzle history. It’s simple, colourful, and fits more on the casual side, but at the same time, it adds its own charm to the block-clearing formula
Q) Who do you imagine your “ideal player” is? Casual gamers, families, high-score chasers, or maybe a mix of all three?
A) We don’t really think about one ‘ideal player.’ For us it’s a mix, casual players who just want to relax, families playing together, and also people who like chasing high scores. Everyone can find something in it.
Q) On your website, we noticed you do more than just games—there’s also software development. How do video game projects fit into Webnetic’s bigger picture?
A) Our software side is closely tied to our games. We built systems that make life easier for our partners — for example, YouTubers and streamers get their review codes automatically through our forum. And we’re also one of the few publishers that provide an open API for our games, which anyone can integrate into their own programs, websites, or tools to pull data like prices, links, or images.
Q) And of course, we’ve got to ask: what’s next for you? Any future projects you can tease us with? Maybe more puzzle adventures?
A) We already have several new titles lined up for Xbox. Right now, we’re finishing the port of Colorful Boi 2 and getting ready to start work on another charming project. The best way to keep up with what’s coming is to follow our official channels, we’ll be sharing more very soon.
Just for Fun
Q) What’s your all-time favourite puzzle game?
A) Tetris, without a doubt. It’s the classic that started it all and still works perfectly today.
Q) Any funny or unexpected stories from making Blocky Blast that you can share?
A) Honestly, this one went pretty smoothly and without any big problems, so there aren’t really crazy stories to tell.
Q) If you could team up with any other developer or studio—big or small—who would it be, and why?
A) We’d love to work with a smaller creative indie team. Big studios are great, but with indies you get more crazy ideas and freedom, and that’s the kind of energy we enjoy the most.
Wrapping Up
Thanks again for taking the time to chat with us. We love what you’ve done with Blocky Blast—it’s simple, fun, and polished—and we can’t wait to hear what’s next from Webnetic!
Blocky Blast Review – A Modern Twist on a Classic Puzzle Formula