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Hyper Casual Games (THE IDEA (Research, Document, Destroy (on a near daily…
Hyper Casual Games
THE IDEA
Building Your Idea Backwards
investigate
the hyper-casual publishers
look at top tier publishers, and top hyper-casual games
in the app store in general
take notice of trends that are hot and new
Research, Document, Destroy
on a near daily basis
Model and Improve: Gameplay, Graphics and Features
Every game has been HEAVILY based on a previous game.
DEFINITION
Gameplay
no loading, no level select, and no resume.
Users can play as much and as often as they want
sessions tend to be short
players can start and stop at any time
Snackable content, instantly available (small filesize)
Design
keep it simple
stripped down UI
simple shapes
retro or even minimalist design
Monetization
rewarded and non-rewarded video ads with the option to pay for some nice add-ons like boosts or customisation via IAPs, e.g
Rewarded video to get a bonus life before starting a new game
Skippable video and interstitials after every second or third game
IAP purchases for getting rid of ads and customisation of the player’s “avatar”
usually around 70% monetised by (rewarded or skippable) ads and only rely on IAP to a minor extent
THE GAME
Game Design
Difficulty growth
To create this feeling of adventure, you need to make sure your game has a subtle growth in difficulty.
This subtle growth is usually established by the gameplay, or environment, changing over time.
Skill balancing
First, you should be playing and analyzing popular games that are similar to your game. See how long your average play session is and how long until you start improving.
Second, you should play test your game, on new people, a lot. Look for points of boredom, exhaustion, disinterest, and confusion, and then analyze, edit, and retest on a new subject.
Graphic Design
consistency
object sizes
evolution / trends / style
user interface (clutter freedom)
Reference, Reference, Reference
Level Design
Going Unique (Indie Games, Reddits, Twitter)
Difficulty Thresholds (User Testing)
Space (Let it breathe)
Retention
Wonder
Surprise
Annoyance
Competitiveness (Socially)
Monetization
IAP
Video Apps
Skippable
Non-skippable
Frequency
Sources
Buch von dem buildbox Typen
https://www.pocketgamer.biz/comment-and-opinion/65390/hyper-casual-part-two-what-defines-hyper-casual/