Two: Dramatization - Be playful and generousĮnabling an immediate output is important, but make sure that it's worth it. In Dig This and Sand Balls, the player carves out a smooth route in the sand, creating instantaneous gratification.
![making hyper casual games making hyper casual games](https://kevurugames.com/wp-content/uploads/2020/11/Game-development-Juicy-Fruit-_3.jpg)
Another good example of immediacy is in Popcorn Burst, where the player holds down to instantly generate multiple pieces of popcorn with the goal of reaching the threshold without the popcorn overflowing from the bucket. We can see this executed excellently in Bullet Rush, where the characters aim and shoot simultaneously while they’re on the move. Make sure that your controls aren’t clunky and most importantly, make sure that there are no delays from the moment the player inputs into a game (clicks, taps, slides, whatever) until the first output. In a world where people are used to getting instant rewards, giving users what they want, quickly, is key. This also holds true when it comes to the output that a player expects. Everything else is superfluous to that (and that includes worrying about the game progression, meta game and monetization) and should all be shown at a later stage. With that in mind, as soon as the game starts, take the player straight to the gameplay screen. They’re snackable bites of content that are served in short bursts, so time is of the essence. One of the main reasons why hyper-casual games have become so successful is their understanding of what need they’re serving.
#Making hyper casual games cracked
I’ll delve into four key guidelines to follow (once you’ve cracked the trend question from my earlier post), and are ready to focus on design elements:
![making hyper casual games making hyper casual games](https://i.pinimg.com/736x/52/5b/d4/525bd49ccdeba1961d55ba17455681a0.jpg)
Concept doesn’t work? Move onto the next idea. The beauty of games in this genre is that at their very essence they are easy to understand (though not necessarily easy to design and develop), so a prototype is an extremely reliable way to test out the game’s viability, before too much time and money is invested into the game.