[ 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)