These are games that you can play as many times as you want and whichever time you want. These games are simple and easy to play. A session takes a shorter time of about three to six minutes hence making them more popular. The action of the play is simple and repetitive. Transition to the new levels is almost immediate, and tutorial is also absent in them. Players get an opportunity to start the game after they are downloaded immediately. You do not need to either sign in or register; instead, you will be ready to start by just clicking ‘play.’ Functioning and controls should be simple enough to ease the game pace and reducing the duration of completing the levels. The following are what to consider in making the game and make it entertain more.
Are hyper-casual games genre or non-genre?
These games are not a genre as they are the designation of a definite class of related audiences. It is hard at times to know the particular limits of these classes. The games should include these important features;
Direct content access
It should not have plot inserts, level of selections, and long tutorials. The doorway player should be at the game’s epicenter. The game pay should not be complicated or overloaded with many details. What happens should be known in the shortest time possible. The Player should play by clicking the play button. There is no need to wait for lengthy loadings for game loops that are short.
Attention should be increased.
Games should be active not to allow dozing of users. The Player’s attention is needed, and there should be no external destruction. Winning the game is not guaranteed in case the Player is destructed. Focusing more on the game makes the Player fully satisfied when the game comes to an end.
Repetition and replay
Consistency is one way of being successful. The games are endless. Games can be replayed over and over again by struggling to advance points and time indicators. Boredom should not appear at any point in the game. There should be a good attribute to ensure consistency in the games’ fan.
Gameplay simplicity and design.
The gameplay should be simple to match its other components. There should be maximum gameplay focus by the users.
The monetization model should be simple.
Games are set in a manner that players pay using their time rather than content. The game’s income is greatly sourced from the advertisement of banners, rewards, and videos.
Features of hyper-casual game design
Regardless of much information about this, there is still a need to clarify important details of the game. It needs to be designed for outstanding from others and have simple characteristics required. The game should be designed attractively and appealing to the users. Additionally, they should be progressive and fast to play to enable users to play them for a longer time. It can be made possible to design the game to appeal to the eye with simple color and geometry. Optimal mastery of space, piling of elements, and avoidance of many conspiracies are required.
Reference to relevant topics can help when tailoring the game for people of various cultures and nations. Transport, animals, and sports are some of the examples. If characters are to be worked out and complex background painted, then these games are not the best choice as characters shall not be needed. There are about two actions that the user is to face. The user should be convinced within five seconds that playing the game will be fan and sensible. Users can be offered good tutorials like tapping to dodge and swiping to shoot. These words may not be needed sometimes as the user can get into the gameplay instantly.
Simple mechanics for hyper-casual games
Developers over combination of mechanics can distort simplicity concept. The following are commonly known mechanics for the game.
Tap and Timing
It allows the performance of a particular action by touching the screen. Speed increase can bring about natural complications and encourages the user to touch the screen accurately again and again. Players may be needed to hit the ball or do the timing of the optimal pump. It is usually done through opportunities’ shrinking windows with action zones distributed either favorably or unfavorably. Players will have to wait for the next chance in case a moment is lost.
Falling and rising
Players can make the objects fall and rise. It is made possible by mechanics. An increase in obstacles and speed completes the process. Particular objects and wall levels can be manipulated. The feature gives a distinct gravity sense throughout the game.
The combination of similar objects to form more improved or new ones is made possible through merging. Produced element is useful in a particular game objective.
It enables users to stack objects by either turning them or rotating them.
The mechanic needs the user to build objects through observation of others slowly.
It is completed by applying logic and objects that are correctly placed on the screen of mobiles. Users navigate the ball around, complicating the courses in the roller spat game.
It is similar but different to timing games as they are complete with repetitive precise motion and speed. A good example is the timberman game, where users avoid being hit by branches when chopping trees.
Players are usually asked to take away obstacles from characters’ or objects’ way. It creates room for appropriate adjustment of the system, making objects move to their endpoint.
Other simple mechanics include; pushing, resizing, and swerving.
The cost of creating a hyper-casual game
It is less costly as compared to other games, although it depends on various factors. A contributing factor to this is that not many experts are needed and may take a shorter time. Depending on your geographical location, the cost can be determined from expenditure on photocopying, art design, and development.
Hyper casual games are enjoyable and less costly. It is advisable to test its performance after making it. Sticking the balance of how easy or how difficult it is in usage will determine its success. Developers should make the games moderate in terms of ease and difficulty. Variable speed should be used in testing mechanics to ensure that players are not frustrated as they play the games.