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https://issues.apache.org/jira/browse/SDAP-335?page=com.atlassian.jira.plugin.system.issuetabpanels:all-tabpanel
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Frank Greguska deleted SDAP-335:
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> 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/]!
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