[ 
https://issues.apache.org/jira/browse/SDAP-335?page=com.atlassian.jira.plugin.system.issuetabpanels:all-tabpanel
 ]

Frank Greguska deleted SDAP-335:
--------------------------------


>    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
>            Priority: Major
>
> *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/]!



--
This message was sent by Atlassian Jira
(v8.3.4#803005)

Reply via email to