As Voodoo said, the key to a successful hyper casual game is; The goal is to keep the game simple, short and satisfying. Choosing the right mechanic for your games will lead you to success. Therefore, you should know where and why mechanics should be used and you should master them. The more you learn about mechanics and try them out, the better your game designs will be. Here are the game mechanics used for the hyper casual genre:
The timing game mechanic is the most popular type of mechanic used in hyper casual games. These are the games played by holding or tapping on the screen at the right time. This mechanic takes care of touching the screen at the right moment by doing good timing. Capturing the right moment to pass the round depends on the sensitivity of the user. The main motivation of the game is to find the right time to make a move.
Successful examples: Fun Race 3D, Stack Ball 3D, Run Race 3D, Square Bird
There must be a perfect balance
Timing game mechanics games should pay attention to the design. You must provide a clear visual objective, eliminating confusing and confusing factors for the player. Visual feedback is extremely important for bad timings. You can also use positive reinforcement for perfect timing. So the game can become more fun.
Games created with puzzle game mechanics have something in common; a small challenge to them by forcing the player to think logically. Although these games may seem different from each other, the puzzle game mechanics are often asked to move objects around on the screen. A good hyper casual puzzle game usually doesn't have a clear ending. It is desirable to play the puzzle for as long as possible and usually the difficulty of the games does not increase.
Successful examples: Tangle Master 3D, Roller Splat, Pull the Pin, Mix Colors
Making the most of a single mechanic
The more you master the content of your mechanics, the more you will diversify the content of your game. You have to create a lot of content to ensure that your game always attracts attention. You can gradually increase the difficulty level as you design the game levels. In the hyper casual game, each of the levels should be short and somewhat challenging over time.
Games with merge game mechanics tend to have multiple objects and put them together. This can happen due to choosing the right type of objects or a quick reaction. At the start of a level you have ample flexibility and space to grow, move freely or explore the map. However, as you combine objects, freedom begins to be limited and you need to think more about the decisions you make.
They have a different experience at each level. They wonder how their decision will turn out. For example, in the Car Merger game published by Voodoo, the player unlocks new cars by combining objects. It doesn't have to be purely visual. For example, the player combines weapons and shoots faster at the alien-infested spaceship. Upgrading weapons, going faster, getting the coolest car will also appeal to success. Reward your players for their time in the game using different types of combos and keep them engaged.
Reference the achievers
Ask yourself the question: Why do people combine these objects? The real driving force of playing merge mechanic games is often the feeling of completion. In these games, the player unlocks upgrades by combining objects. This gives the player a sense of completion.
Stacking game mechanics are based on tower building. No matter which object is used, it is desirable to stack as many objects as possible.
Successful examples: Stack Colors, Cube Surfer, Collect Cubes
The motivating element in stacking game mechanics games is visual success. It's a good feeling to build a tower higher than your friend's tower or build a tower higher than the one you built before. As the tower gets huge, players cannot keep track of the stack count. However, they are satisfied when they learn the total number of stacks at the end of the round's level.
Games created with deflection game mechanics focus on moving horizontally or vertically. Usually right or left movement is used. In the main mechanism, the player is asked to swipe his finger on the screen. Maybe racing with an object or dodging an object. The player can swipe as many times as he wants. How far or how far to the left to move is the key. It is in the sensitivity of the player to keep the balance in between. This mechanic is generally used in the design of Runner type games.
Successful examples: Aquapark.io, Cube Surfer , Turbo Stars, Stack Colors (link to games)
Reward your players
Deviation game mechanics top the list. The reason for this is the performance of the mechanics in hyper casual games and the feeling of satisfaction for the players who stick to the game and master it.
You can think of these games as simple. However, with the opponents you will create, the player will find himself in a challenge. Who wouldn't want to be at the top of the leaderboard? You may want to create endless games with a different perspective. You can also design a goalless game by escaping from asteroids while running through space. Instead, you can create games that aim to survive the longest.
For the resizing game mechanics, it might be a good choice for hyper casual gameplay. This mechanic can easily adapt to any theme. It looks like a reorientation game but has more potential to create a unique object. These games usually focus on growth and contraction movements to fit in certain spaces.
For example, in the Jelly Shift game published by SayGames, players must resize a block to be able to pass through certain gaps. In this game, the flow of the game is not broken if the sizing fails. Sizing needs to be done quickly to prevent the object from hitting an obstacle.
Think about what you're challenging
As in all hyper casual games, it is important what the real compelling factor is. With resizing objects, the goal is not to control reflexes, but to make the space aware. You are challenging spatial awareness. Most resizing games tend to have similar drift mechanics. Both challenge players' sensitivities.
You can try different techniques in such games. You can let the user rotate the object instead of resizing it. This way you can reduce sensitivity and increase spatial awareness. However, you can cause a complex structure for hyper casual games.
With the rotation game mechanics, you move the character right and left in the games. With visual perceptions, you can add more complexity with every tap. The human visual cortex can be easily fooled. You want the player to timing with just one tap. However, there is a high probability that players will misunderstand this.
The spin game mechanic works better when sharp angles are repeated. The brain can learn to overcome this visual cortex weakness by trial and error. For example, in the Skiddy Car game, making the correct swipe of the object with a single touch may force the players in the first stages. Simplifying the controls here is critical to the success of your hyper casual game.
Push game mechanics can be used in two ways. You may need to move various objects away, or you may need to push an object in different directions to place it in a particular place. You can slide your finger in a certain direction to make the flick gesture. You may need to make turns while doing this.
For example, in the game Push Em published by Voodoo, the main mechanics give your character the freedom to move freely. You can move the objects or the character away from you by turning in the direction you want. In this way, it performs the pushing movement more successfully.
Focus on satisfaction; Avoid complexity
Players who feel satisfied are locked on the screen. Just like in the game Push Em. It's nice to push an object off the platform. Like the cat dropping the glass off the table. If it's fun to drop or knock one thing over, how does it feel to drop two things?
Agility or dexterity mechanics
Agility mechanics is about repetition of a move. For example, the player can swipe from end to right quickly. This movement can be alternate. Skilled players can master the game with practice.
Successful examples: Tiles Hopo
Controlling balance and speed
The difficulty level of such games is quite high. Complex movements can bore players. In order for your game to be playable, you must balance the speed and difficulty level according to the levels. The gradual increase in speed makes it easier to get used to the pace of the game.
In direction game mechanics games, the player removes certain obstacles to create a flow. These are the games that are on the progress of the characters or objects by determining the path to go. Usually the laws of physics are used.
Successful examples: Sand Balls, Happy Glass
Give your player control with different elements
We are used to controlling characters directly in the game world. In direction mechanics games, we want the character to move by creating a route. This change in perspective is that games have a multifaceted structure. So what do we do if the character we want to move is liquid?
Successful examples: Where's My Water
Let's look at the games created with other mechanics from this perspective. What if we could only control the enemy or the monster in a platform game? Or what if we pulled them out of the way of jumping, throwing characters? Perfect for different genres with hyper casual games. You can try such experiments. You can see if they are fun and try on a different project.
Rising and falling mechanics
The basic logic of these games is that an object or character falls or rises from a series of obstacles. As players descend or ascend, they are motivated by seeing what lies ahead. Every second of the way to success, they motivate themselves to keep going as long as possible. In such games you can let the player move the level by himself; By moving yourself or by rotating a column.
Successful examples: Fluffy Fall
Give players a second chance
Even if the player fails in hyper casual games, do not punish them too harshly. Making small tweaks to the game not only doesn't scare the losers, but also means you can add difficult levels that reward talented players.
The goal of growth game mechanics games is to become the biggest object. Players usually find another object and move around it. The object character it finds is absorbed into it.
Successful examples: Slither.io, Archers.io, Snake.io
The question of how to make such a perfect game with simplicity may come to your mind. There are basic dynamics in the game; go around and get enchanted! The art style is just as simple! Colorful spots. Note that not every chapter should be completed in one minute
Give feedback to your player
Satisfaction comes first in the feedback you give your player. Sound effects, phone vibrating or your growth as you absorb enemies. It may be the simplest mechanic ever but you have great feedback. If you use them correctly, your game can be extremely satisfying.
Although the concept of matching is simple, it is often used in mobile games. As we know, the player has to select two objects with the same property and appearance and repeat this until all matches are made.
Objects can sometimes be hidden. You have to guess where the object is located for the correct match. If you make a wrong guess, you can continue where you left off or start the game again. However, you should not forget the objects you have opened and where they are located.
Choose minimalist designs
In hyper casual games, players should immediately notice the difference between the two objects. Color is a quick way to tell which objects are related without having to design a large number of objects.
It is possible to create various games with this mechanic, which is eye-catching with its simple and plain designs. Besides the advantages, the disadvantages should also be considered. If you are going to work on such games, you should pay attention to the colors you will use. You should focus on color theory and not disturb the players with the colors you prefer.
Completion game mechanics are games that focus on satisfying feelings such as repairing objects and editing. The main idea is to fill or remove the entire selected field. It could be cleaning a window, peeling a fruit, or painting a wall.
People naturally want to finish a job they started. That's why games created with collecting mechanics get full marks in terms of satisfaction. Instead of stressing the player, you should make them relax. Therefore, the cleaning process should be easy to do. Having a time limit in the game may not give the player the satisfaction they want. You can use this mechanic not only in hyper casual games but also in other game types to keep the player busy.
Successful examples: I Peel Good, Home Restoration, Chores, Repair Master 3D
Hyper casual games usually prefer one or two mechanics. In general, when designing the game, you focus on how you manipulate the player by using these mechanics in different games, rather than creating something from scratch using the mechanic.
So make your games simple, short and satisfying. However, if you aim to stand out with your games, use existing mechanics and themes. If you want your game to be up to date, your game to be played constantly and you need muses, follow our site. 😊 If you have other hyper casual game mechanics that you want to talk about or like, share them in the comments and we'll update our article!