Casual Game Ideas

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Casual Game Ideas

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Casual Game Ideas Video

Top 12 Hyper Casual Games - Best Hyper-Casual Games February 2020 We also use third-party cookies that help us analyze and understand how you use this website. Game mechanics established through casual games have seeped into new modes of governmentality, ones that use these techniques to encourage real-world behaviour changes in people. User account menu. Download and install the Luckiest Guy free font family Word Lernen Kostenlos Astigmatic as well as test-drive and see a complete Free Games Only set. If you. It Bet Now Playing mandatory Logo Fairy Tale procure user consent prior to running these cookies on your website. If you need an idea for a game, try this random game mechanic generator: A full list is at the bottom of this page. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other Helped to develop my ideas about casual games and even mobile games. Here are some ideas/concepts for a cartoony social/casual game I had a while back!:D The idea was for the player to construct the ultimate food hall! 20 Great fonts for mobile an casual games. Gameui – UI, UX und Creative Ui, Ux, Music, and Profile image ideas & inspiration on Designspiration. Saved by. Game mechanics established through casual games have seeped into register voters, and sell pizzas) shows that the ideas behind it are far.

Tapping or timing is arguably the most common mechanic of hyper-casual games. Often this takes the form of tapping to get the perfect timing such as hitting the top of a bar or a ball rolling through the screen perfectly.

As the player progresses through the rounds, getting a perfect tap becomes more and more difficult until they inevitably fail or the level is complete.

This mechanic is meant to be a bit less punishing to the player, which should spur them on to play longer, and that in itself means more ad revenue.

You should also try to balance the points of failure for your level so that the game tends to the easier, rather than the harder.

Somewhat similar to stacking is growing games, with the main difference being that the difference in size comes in length, rather than width.

A perfect example of this game type is something like Snake and Hole. The difficulty is decided by the ratio between the number of players and the size of the map, so balancing this properly to maintain engagement while keeping it interesting is the name of the game pun intended.

This mechanic is almost the polar opposite of the tapping mechanic , as it relies solely on the player having constant control and their finger on the screen.

Rather than focus on reflexes and dexterity, this mechanic relies on the player feeling direct control of whatever they are doing. What makes this mechanic interesting is that it takes the player on a sort of visual journey.

The focus is not so much on the next immediate problem, but the overall obstacles that are ahead. As such, difficulty is adjusted based on the piling up of small mistakes, rather than an outright failure.

While you can design each map to be its own standalone level, your players will find more engagement if you can combine all your maps seamlessly with natural pauses where players can rest and ads can be shown.

Most importantly, while luck does play a part in this mechanic, try not to make too overwhelming for your player, or else they may feel cheated.

Even though Puzzle is a genre in and of itself, there is a certain amount of it existing within hyper-casual games. The difference though is that with HC games, the focus is on simplicity, rather than the complexity of the challenge itself.

Also, HC games that rely on puzzles tend to have no clear end like traditional puzzle games. When coming up with new game ideas, you often want to look around you for inspiration.

Most great games are often a merging of two mechanics with a twist of innovation. For them whichever game succeeds is how they will grow, but for game developers, history is a valuable teacher and seeing what worked in the past can help in the future.

Tap and Timing games are the most popular form of mechanics for hyper casual games. Most of the other mechanics use tapping or timing as an input method for their particular gameplay.

In a game that is pure tap and timing gameplay, the mechanic relies upon an exact tap or an exact timing. Every hit is exhilarating, but the perfect hit is dramatically better.

When thinking of tap and timing mechanics you must strip away any external or confusing factors for the player and provide a clear visual objective for a player to achieve.

Visual feedback is extremely important here with a clear representation of a bad shot, but also a large positive reinforcement for the Perfect Shot.

The clearer the goal, and the harder the perfect shot, the more fun it is when you hit it. The game The Tower by Ketchapp is a good example where the Tower itself is made up of the previously stacked squares.

Every time a player fails to get a perfect stack, the tower itself shrinks, making it harder and smaller for the next stack. Too few points of failure the game is too hard and too many perfect timings the game is too easy.

Turning is the last of the tap and timing themed mechanics. The visual cortex can be tricked quite easily and many visual illusions demonstrate it, The Ponzo Illusion , is a good example.

This is much harder to master than the 2D Stack-based approach. Good turning based gameplay is usually more forgiving than stack-based gameplay, resetting the player more frequently and letting them get back into a perfect streak even after making mistakes.

As a designer you want your players to make clear mistakes that end in failure, the more obvious those mistakes the less frustrated a player becomes.

These games mainly focus on a player having a very simple and repeating action that they must perform many hundreds of times. With enough practice, these mechanics can be mastered by dextrous players and so the highest score is a fair representation of dexterity and skill.

For these games to be fun the game must usually speed up, taking a mechanic that might be easy to slowly, but when pressurised by a time becomes more and more likely you will make a mistake.

You still need a clear hard limit to success usually a single life or single mistake ends the round and you start from the beginning.

When designing these sort of games you must make sure the controls and input sensitivity is the highest priority. There can be no lag and no grey areas, a players action will directly affect the character immediately.

A player will be inputting many hundreds of taps per round, each tap must be accurate for it to be fun, any inaccuracies or lag are multiplied by the number of times you input it.

Rising and falling mechanics provide interesting journeys for their players. What was once a small indie niche has been expanding rapidly over the last years.

So how do you, as a developer, take advantage of this trend? How can you create the next idle game idea that will dominate the market?

Idle game mechanics are nothing new. I remember playing Cookie Clicker , Adventure Capitalist , Tap Titans , and the mountains of clones of the simple idle game landed in , but then the trend died out.

Yet something changed. Aggregate downloads and revenue growth for mobile idle game genre from Q3 to Q2 Source: Sensor Tower Estimates. This is not the case for most of the mature genres on mobile.

Puzzle, Simulation, Casino, and Strategy all have stabilized or declined in downloads, and seen slow growth in revenue.

These genres are locked up, but Idle remains a hotbed of innovation on the mobile market. While this may be focusing solely on the past, the hope is that this can inspire you to create better idle game ideas for the future.

Idle games have risen on mobile because it is a genre that is perfect for modern mobile free-to-play design.

The mechanics of idle games create perfect mobile sessions and drive strong long-term retention. Idle games, sometimes called Clicker or Incremental games, are games which are all about management of income.

Similar to simulation games, their main differentiator is the focus on revenue growth decisions. The key to the genre: no matter what you choose, you will make progress.

But optimizing your decision about what upgrades to purchase next is the core of the strategy and what drives long-term interest in the genre.

Because the core of the game is focused on long-term purchasing decisions, retention is built in. Because progress is always felt, it always feels rewarding to come back.

The core of these games are usually insanely simple: tap as fast as you can to generate income. This starts off as fun, but gets pretty tiring and uninteresting quickly.

So it quickly shifts into deciding over which upgrades to spend that cash on:. This decision-making structure has stuck with idle, but the core gameplay of tapping as fast as you can has not.

Over time, developers tried changes to the core gameplay to make it last a bit longer: Make it Rain! However, the core mechanic always quickly became a bore, and the appeal of just swiping or tapping as fast as you can to progress is only appealing to some.

Also, due to the nature of the game, prestige mechanics became a necessity. Pushing the player to reset their progress back to the beginning in order to make the growth more manageable and ensure the player still felt growth in the slower endgame.

This was never all that appealing to players — so developers had to find clever ways to sidestep the issue and incentivize the full reset.

The resurgence of the genre has actually been on taking the progression mechanics learned in this genre and applying it to whole new mechanics, whole new audiences.

So what do you do when clicking style gameplay is uninteresting? Take the same progression system mechanics you know work well, and graft it onto more compelling core gameplay.

Enter Voodoo, who mastered this approach throughout and early Instead of asking the player to tap to earn their coins, Voodoo asked them to play simple arcade games that have mass appeal.

Space Invaders, to earn their income manually. Shoot down incoming invaders as fast as you can to earn your manual income, and then purchase and upgrade computer-controlled allied fighters to fight alongside you.

This made for a compelling formula, that was easily replicated across multiple genres. Planet Bomber was the first to expand on this formula, adding more depth to the game by adding more types of upgrades.

Before, games would offer linear upgrades to damage dealt, or income generated. Planet Bomber now offers upgrades across a number of parallel vectors, all with a variety of importance to the core gameplay.

This creates a far more compelling long term strategy, and is what future idle games will need to focus on. How do you find core gameplay that can offer a variety of upgrades that are equally visible and impactful to progress?

The merge mechanic was first pioneered by games like Triple Town , but turned commercially successful by Gram with Merge Dragons and Merge Town.

Merge style games take out the tiring clicker gameplay and swap it for merging items: drag and drop duplicate items on top of each other to increase their level.

What Merge Town did more than just increase the session length was bring in an entirely different audience.

No longer are idle games just about increasing numbers, but giving clear visual progress. This type of gameplay is for a much broader audience than most idle games, yet kept all the engagement mechanics intact.

Simulation has been on the decline on mobile for years, with Sim City Build It and Fallout Shelter arguably being the last big games in the space.

In fact, with Idle Miner and Idle Factory — they remove a core mechanic altogether. Tapping fast no longer helps you — the game stays compelling by asking you only to be managing your upgrades, and managing what boosters to start.

This used to be an issue for idle games — since idle games typically had to start slow and progress quickly in order to give you a sense of progress, tapping gameplay was an easy out for designers to give a player something to do between upgrades.

With simulation games, the upgrades are fast, but also far more strategic. These games rely on a traditional simulation game loop, similar to compulsion loops you felt in games like Sim City the original and Roller Coaster Tycoon.

Purchasing one upgrade will strain another system. In Idle Miner, purchasing an upgrade for a mine will mean that mine generates more income per second.

Casual Game Ideas -

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Casual Game Ideas Video

Top 12 Hyper Casual Games - Best Hyper-Casual Games February 2020 The merge mechanic Heiko Westermann Gehalt first pioneered by games like Dover Downs Track Townbut turned commercially successful by Gram with Merge Dragons and Merge Town. You should also try to balance the points of failure for your level so that the Spielen Ohne Anmelden Kostenlos tends to the easier, rather than the harder. So how exactly do these games work? Video game History of video games. In Groundhog Life, you can choose how you want to spend your 24 hours each day: spend 8 hours or 2 hours sleeping? In the mids, Play Book Of Ra Real Money sites specialized in game hosting and publishing, such as Gamesville and RealNetworks. Forums Quick Links. The game The Tower by Ketchapp is a good example where the Tower itself is made up of the previously stacked squares. Truth or Dare from Party

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