Hyper-casual games

Hyper-casual games

Many gamers are looking for a proper storyline, realistic graphics, and a good gameplay experience when playing a game. On the other hand, hyper-casual games offer the opposite. They have little to no plot and often take only a few minutes to play through the game. One of the most popular hyper-casual games is the silly yet highly addictive Flappy Bird, which racks up about 50 thousand dollars daily. While such games are incredibly simple, they have a relatively high level of entertainment and replayability that keep people hooked on playing.

Simple to play

The main point of hyper-casual games is their simplicity. Making the game easy to play means more players will quickly get a grip on the controls and enjoy the game right away. By doing so, hyper-casual games have seized an audience of phone users who would not call themselves gamers. Once used to main moves, such games quickly grab players’ attention and begin to form a habit of playing. Besides that, hyper-casual games are almost exclusively made for phones ensuring exposure to a broader audience, including children who are less resistant to developing addictions.

Infinite replay

Hyper-casual games are created in a way that can be played indefinitely. Usually, games get boring after a few playthroughs or matches, but hyper-casual ones keep the player engaged. Whether that would be incremental increases in difficulty or a ton of small unlockable items or characters, the game will try its best to keep the player attempting to complete the next level.

Minimal effort

In addition to simple and intuitive controls, hyper-casual games also require only a little player’s effort to play. This allows them to be an appealing choice of activity when commuting, waiting for appointments, and, generally speaking, being a fidget toy for one’s mind.

Quickly developed

Hyper-casual games are often developed in a matter of weeks or even days. Game studios create dozens of games of different genres to find people’s preferred ones. If the primary game release receives sufficient retention rates, it is further developed while others are killed. It makes no sense to put effort into games that will not succeed.

Forming habits

Simple to learn, can be played indefinitely, and requires minimal effort. To become an addictive loop, hyper-casual games try their best to give a sense of accomplishment to the player. Whether that would be a limiting time to complete the level or showing eye-pleasing animations after winning, game tries to some kind of reward. Hyper-casual games follow the base principle of creating a habit – button to play acting as a reminder, simple and almost effortless gameplay as a routine, unlocking new levels or items as a reward.

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