One of the last stages of game development is putting the finishing touched on a game. Usually known as “polish,” it is when the core functionality of the game is complete but isn’t at the place where it can be called totally finished. After all the pieces were put in place with Squishy’s Revenge, we played through the game again, and again, and again. We then identified spots that could be further improved and modified.

With Revenge of Squishy, the puzzles are based on direction. With that in mind, it wouldn’t make sense for Squishy to stay in the same location for the entire game. To tie in the theme of moving and direction, Squishy’s Revenge is split into different worlds that have their own distinct art style. It shows Squishy’s journey visually as he embarks from the peaceful rolling hills into more dangerous territory.

Most people are familiar with a Rubik’s Cube. It’s a nefarious device that looks so simple, but takes a lot of brainpower to solve. Unless you are this kid.

Now imagine a puzzle where shifting tiles were flattened out on a gameboard. That is the original ideal kernel where Squishy’s Revenge came from. The first code name for the game was Spooky (then later Monster) Slider so there would be no confusion about what kind of game it was.

We announced Squishy’s Revenge and gave a few details showing off a few pictures of the adorably destructive Squishy in the process. However, Squishy didn’t always look like the way he does now. In fact, he didn’t start out as Squishy at all. So this just as much the “evolution” of Squishy as it is the birth of Squishy.

What is purple, made of 99 percent “Squish” and has the ability to cause evil buildings to erupt in flames based on cuteness alone? I’m horrible at riddles so I’ll cut to the chase. The answer is: the hero of Toy Studio’s next puzzle adventure game, Squishy.