Diceus created SDAP-335:
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             Summary:    How to Make a Hyper Casual Game?
                 Key: SDAP-335
                 URL: https://issues.apache.org/jira/browse/SDAP-335
             Project: Apache Science Data Analytics Platform
          Issue Type: Bug
            Reporter: Diceus


*Introduction*

The hyper casual games are simple and easy to control, addictive and don't take 
long to play. Suitable for all ages and all genders. In the last couple of 
years, they are considered the most popular genre of mobile games.

These games usually have intuitive controls and simple mechanics that can 
remain consistent throughout the gameplay. But it is possible to increase 
slightly in difficulty as you progress through the game.

 

*4 simple principles of hyper casual games*
 * Simplification - The gameplay is minimalistic and easy to learn. The player 
is forgiven for mistakes. It should be hard to lose.
 * Satisfaction - The player should receive rewards. These can be stars after 
passing a level or a world leaderboard. The user must be motivated to come back 
to the game again and again.
 * Clickability - modern players have clip thinking. To retain the user's 
attention, it is necessary to “sell” information that is easy to digest. There 
is no training in hyper casuals. Understanding how to play should come within 
2-3 seconds at an intuitive level.
 * Digestibility - Play sessions should be short. The user must be passionate 
about the process and receive a release of endorphins upon passing the level.

 

*How hyper casual games are created*

Let's consider the points how the development process goes
 # *Prototype.* A small prototype of a game on Unity or on another game engine 
is being created, which can contain no more than 10 levels, does not have a 
main menu and much that is in ordinary games. The development process should 
not be delayed, the main thing is to implement the basic mechanics and hone it 
to a playable look, and the beauty can be brought up later.
 # *Find a publisher.* Look for a publisher, of which there are enough today 
with whom you will test the game. Check out the terms and conditions as much as 
possible, as everyone has their own requirements for games and metrics.
 # *Analytics integration*. Before launching the game for a test, you need to 
build SDKs for various analytics services to track important metrics. Such as 
the retention percentage of players who returned to the game and the CPI price 
per install.
 # *Creatives*. For the test, you will need commercials with the gameplay of 
your game. Write down the most interesting moments in your opinion, successful 
and unsuccessful passing of the levels. Sometimes the publisher does this.
 # *Test.* The most important and decisive stage is the launch of advertising 
campaigns in social networks, which on average last from 2 to 3 days. At the 
end of these days, it will become clear whether you made a Potential Hit or a 
mediocre game, on which it makes no sense to work further.

This process can be repeated over and over again until you make a really 
worthwhile game.

 

*Ideas for hyper casual games*

First of all, in games of this genre, the plot and the visual component are not 
important, here the main mechanics are. Therefore, they can be borrowed from 
other computer, browser or flash games and made the basis of the game. Also, 
mechanics can be taken from real life, be it everyday activities, hobbies or 
work.

 

*Basic mechanics*

There are 3 main sub-genres in casual games. If you know them, you can 
endlessly generate ideas for hyper casual games. Or leave it to the 
professional [hyper casual game 
developers|https://kevurugames.com/game-development/hyper-casual-game-development-services/]
 who do a great job for you.
 * Puzzles are simple games that create the illusion of a progression. The 
player must feel his own superiority. This genre includes crosswords, 
labyrinths, search for differences, 3 in a row and other entertainment.
 * Clickers or idles - the essence of these toys is that the whole gameplay is 
reduced to pressing one key.
 * Runners - you need to overcome the route from point A to point B. The more 
you run, the more points you earn. To keep players interested, it's worth 
adding upgrades.

 

*How to promote hyper casual games*

The attraction of users to the game occurs through the purchase of advertising 
in all possible ad networks. Such as Facebook, Instagram, Unity Ads, Google, 
Applovin, etc. The purchase takes place as long as the income from each player 
exceeds the cost of attracting him through advertising.

 

*Conclusion*

The hyper-casual games industry is growing at a faster pace every day. The 
recent growth in mobile gaming has led to the emergence of hyper casual games 
in the mass market. The next time you're on a long flight, bus, or train, take 
a break from your game and see how many other people are playing around you. If 
you are thinking about creating mobile games, then I think you really should 
try to start in this genre or order the development of your hit game 
[here|https://kevurugames.com/]!



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