The highest focus in Hyper-Casual games is doing an action with the least thinking and in the simplest way so that everyone with any talent and intelligence level can do and enjoy it.
Also, the game is designed endlessly and it can be interesting for you to know how a game can continue infinitely. I should say that sometimes when we have many objects on the screen, it is much more optimal to move the camera because moving more objects needs more codes, and also it may increase the usage of device resources.
For downloading the Source Code of this tutorial, just type your email and send that to get an email from us…. Send Email. Be the first one who gets the information about our New Products and Best Offers :. The task of such a game is to constantly decrease or increase the size of the controlled object in order to crawl through some holes or fill in some gaps. This must be done before the moment when the object approaches the control point, where it should already have a different shape.
The mechanics are partially similar to the swerving options, but offer more room for imagination and creation of something unique. The goal of the players is to push objects, structures or other characters faster than they can push the players themselves.
As a result, the player must remain alone on the map, and this will mean victory. It is important to provide the player with free movement of the character and more or less suitable physics. The game can be complicated by an increase in the number of objects and enemies that need to be pushed out and the appearance of additional obstacles that complicate this task.
Although this genre exists on its own, it is also relevant for hyper casual games. The player is encouraged to place items in the right places, customize the pipeline or paint over a specific space with a limited number of strokes.
The complication here is implemented by an increase in the number of necessary actions to complete the level and the need for more careful thought over actions. There is often no time limit here. This allows players to think calmly without stress or rush. These games often ask the player to remove obstacles in the path of a character, object, or flow. When obstacles are removed or the system is adjusted appropriately, players see objects or liquids moving towards their destination.
There are different options here: you can offer the player both to remove objects from the path, and to control the level itself and its constituent elements in the form of slats, walls and other things.
Fun fact: hyper casual games are usually free. In this case, you ask how much money do hyper casual games make and how does it happen in general? In-game purchases are usually relevant for so-called hardcore games, where players spend a lot of time, where there are a large game world and a huge number of gameplay features and alternative plot variations.
Players are ready to invest in large-scale games, the plot and intrigue of which captivates them for hundreds of hours.
But for hyper casual games, in-app purchases are not an option. Moreover, with the persistent recommendation or frequent mention, they can irritate and provoke a person to delete the game forever. The most popular option is advertising. It works much faster than in-app purchases and can be very variable.
There are 3 main types of ads in hyper casual games:. But you can do your best to maximize their potential profit. A great way to optimize ad revenue is to look at user data and tune the monetization method they interact with best.
If a player is not interacting with rewarded ads, show them more banners and interstitials. If they engage more with banners and interstitials, show them fewer rewarded ads.
It is important not to bombard players with all types of advertising, but to adapt their display in accordance with the behavior of the person.
Personalization works great everywhere, and in this case too. Everyone always wants to know the exact price and constantly roll their eyes when they see the words that it depends on many factors, etc. Although it really depends on many factors, in particular the level of game mechanics and graphics, one thing is for sure — hyper casual projects will cost you much less than other types of games. First of all, this is due to the fact that to create a hyper casual game, not so many specialists are required as, for example, for an AAA project.
Of course, a project manager is also needed to coordinate all processes. The term for creating a hyper casual game is from 1 to several months, depending on its complexity.
Approximate stages look like this. If you are planning an active advertising campaign, then be prepared to spend about half of the budget allocated for the creation of the game itself. Hyper casual games remain one of the fastest-growing areas of mobile gaming. We have researched what to look for when creating and studying projects in this category this year. Today, developers are ready to implement almost any mechanics and idea as a hyper casual game.
Someone borrows the mechanics of minigames from console titles, someone introduces real-life actions into the game, and someone else adapts choice-based games to hyper casual style, for example, Save the Girl and Chat Master.
In contrast to the first trend, other developers will try to combine the gameplay of mid-core games with hyper casual mechanics. This can lead to the creation of new subgenres with the simple appeal but richer content. This can already be seen in the game Ancient Battle, which combines strategic and hyper casual mechanics.
The situation began to change: the famous American online game developer Zynga acquired the Turkish studio Rollic , MY. The symbiosis of big publishers with hyper casual developers can lead to the creation of games based on big franchises on the hyper casual market. At the same time, adding hyper casual mechanics to existing IPs will help companies expand the audience of their projects.
This approach can also become an entry point into the gaming market of well-known brands, as has already happened with the adventure and puzzle genres, for example, the famous IPs like Frozen and Harry Potter. Changes to IDFA rules can change the hyper casual market as they are heavily tied to ad monetization. The specific implications will depend on how innovation ultimately works and how publishers are able to adapt to it. Some experts speculate that hyper casual games will have an edge due to their large user base.
This will allow publishers to promote games in other projects of their portfolio. Hyper casual games are often found by social media users in the form of ad creatives that are mini versions of the game. Therefore, more interesting and original creatives will be a priority. We can even talk about a few strange, incomprehensible and even awkward visuals that evoke mixed emotions, but arouse interest.
The graphics will become more advanced, modern and realistic: the player will no longer be surprised by the standard cartoon visuals. With the development of technology and changing user requirements, more complex projects from a visual point of view will appear on the market. The seeming simplicity of building hyper casual games hides a carefully thought-out strategy, re-tested mechanics, an exciting storytelling concept and a huge amount of work to bring all the elements into a coherent and harmonious picture.
One of the key aspects for many hyper casual games is the level of focus that is needed during each game loop. In these games you do not plant some carrots to come back and pick them in 4 hours, here your entire focus is on the screen all of the time you are playing.
This is often because any lack of focus will lead to death or failure. Making sure the game design leads to constant focus makes the game much stickier. This also leads to a nice loop in intense focus during gameplay and relaxation at the end of each game loop. Imagine a tensing and relaxing, which leads to many positive emotions in the player. When considering how long you want the game loop to be, this can range quite heavily in mobile game design, but for hyper casual games, we want to focus on a much shorter game loop that we would expect from other genres of game.
The shorter the game loop, the more opportunity there is for the player to start up the game for a quick round. Hyper casual game loops can grow over time, but the longer the game loop, the fewer the opportunities that the player can get their phone out and play. Think of lots of shorter loops rather than fewer longer ones.
This adds a little on straight into gameplay and the short game loop. Combining these two key aspects, creates a game that someone can access and play at any time, in a queue for a coffee or waiting for a cab. The player can jump straight in, straight into gameplay, knowing that the delay to excitement is minimal and they will get a return very quickly due to the short game loop. If either of these mechanics are missing, the immediacy of the game starts to fail.
Hyper casual games are very heavily mechanics driven, they often focus on one or two core mechanics and build the rest of the game around this. There are many different hyper casual game mechanics that have been made popular across the spectrum. We go into these mechanics in more detail in our top 10 hyper casual game mechanics article, but for here the focus is about choosing one mechanic or two and really doubling down on that. If you add too many mechanics, there starts to be too many moving parts and this can lead to confusion in the player and a mental difficulty when simplicity is often desired.
Hyper casual games often include a high score mechanic. This is such a simple attribute to the game that always gives as great return. The reason for this is because you are always competing against yourself, you are always trying to be that bit better than you were the last time.
Gaining that extra jump, that extra meter, or that extra coin feels greater than all of the others added together. For a hyper casual game to be successful the game must be repeatable and replay-able. Not only this, but it must be enjoyable to do so. For hyper casual games, one of the most important features is how the game looks.
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