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Posted to dev@sdap.apache.org by "Diceus (Jira)" <ji...@apache.org> on 2021/08/26 12:07:00 UTC

[jira] [Created] (SDAP-335) How to Make a Hyper Casual Game?

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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