Welcome To The Voodoo Coaching Program!: Here Are Some Guidelines To Follow To Create Promising Hypercasual Games
Welcome To The Voodoo Coaching Program!: Here Are Some Guidelines To Follow To Create Promising Hypercasual Games
We can categorize games according to the amount of mental effort and processing they require from the player.
We like to think of games as either being "System 1" or "System 2".
SYSTEM 1 GAMES
Such games require, at the least, a moment of reflection in order to comprehend the
gameplay. This usually results in a stressful experience for the player, who can be
overloaded with information and variables to compute as she plays. A lack of clarity
makes the game less enjoyable and conveys less fun to the player.
YOUTUBABILITY
How appealing and understandable a game is?
People (your grandma) should understand goal(s), danger(s), scoring system simply by watching a gameplay
video
YOUTUBABILITY
Gameplay clarity will help you achieve the full potential of your
game by working on getting the lowest possible CPIs for your
games.
If you want to run user tests with friends and family or even
random people in the street, it is interesting to show them the
30 second video before making them try to prototype in order to
understand their expectations from the video vs. the actual
game they try.
One of the aims of the hyper-casual game developer should be to create games that are comprehensible to the player through their
visual style.
ART EFFICIENCY
Art Efficiency relates to the clarity of games through art style and polish.
You can consider various examples such as Helix Jump, Roller Splat! or
Commuters! : every element seen on screen clearly explains how to play
with themes that remain consistent with the gameplay.
Check out these two versions of Commuters! in testing and at launch. The
latter is much clearer and shows a good ratio between minimum effort
and impact on gameplay clarity. It also goes in the direction of the game’s
theme.
ART EFFICIENCY
You can also think of the comparison between Flappy Dunk and
Hop Hop Hop (in the newsletter on Forgiveness) where the latter has
unnecessary elements that make the gameplay less clear if watching a
video of it. The baskets in Flappy Dunk explain much better that you have to
go through them with thanks to the wings that illustrate the player’s input : it’s
the only moving element.
To learn more about art efficiency, watch the dedicated live stream
PLAYER ONBOARDING
Orbital Knight’s Crazy Kick is very inspiring for adding depth in the gameplay and player onboarding.
There are two ways to play within the game :
1. Drag the ball - to constantly direct it where you want. This allows the player to
have more control over the ball but take more risks in front of opponent players.
2. Swipe and release to kick the ball - this will make you trade precision in control
for more power and speed + kicking the ball above your opponents, who will be less
of a threat to your success as a player.
Giving the choice to the player to play in the way he/she desires means avoiding to
create stress in the gaming experience. Some players might drop the game
because they are not happy with specific controls. It gives more chances to a
higher and more stable retention.
The onboarding is also very well oiled. It teaches the player to use both ways of
playing through level progression. Check out the gif below, in zone 5, the swipe
and release control is introduced, the player has to use it to go to the next platform.
For additional content from this studio here is a case study on Castle Wreck from
Karol, founder of Orbital Knight here talking about the journey of creating a hit game.
SNACKABILITY
Let’s consider how games can be snackable in their own respective ways through the two following examples :
1. Roller Splat
2. Aquapark.io
Typically, a snackable game should take into account the following elements :
Less effort
More pleasure
Constant reward
Playable anywhere
Simple gameplay
Dynamism
You can watch this tutorial video we made on snackability - it’s also available in the
Tutorials on Improving Gameplay section on your dashboard's homepage.
NEWNESS
Hyper-Casual games keep evolving very fast and one of the best ways to stand out and make a
difference is to seek innovation in the gameplay you experiment with. Try to think of an innovative
mechanic that has not been seen or exploited in Hyper-Casual yet by also benchmarking outside of
mobile games - don't hesitate to check out AAA games, retro games and even board games for more
inspiration!
BALANCING
Balancing relates to different adjustable components of a game, all of which can typically be leveraged to find the optimal difficulty, physics or
camera angle in the game for instance.
BALANCING
One of the most common examples of optimised Balancing is apparent when looking at
Flappy Dunk vs. Flappy Bird.
Both games are essentially the same, but the way that the gravity, speed and force of the
tap have been balanced in Flappy Dunk make it inherently more hyper-casual and
pleasant to play.
Flappy Dunk uses less punitive obstacles, lower gravity and a different death
mechanic.
The fact that there are sideways movements and less force when tapping make sure
that the player has much more control over the character and much less danger in
gameplay.
With essentially the same concept, Flappy Dunk is very well balanced, whereas Flappy
Bird relies on frustration and novelty to work.
BALANCING
Tiny Wings and Dune! are also a good example of balancing differences.
Dune! is more forgiving due to the game cheating the angle at which you drop, and
increases the reward with more height and distance on your jumps.
Tiny Wings is harder and less rewarding, which makes it less well balanced despite
having the same gameplay.
DEPTH
Do players have multiple actions to take within the same set of rules and the same gameplay ?
DEPTH
In designing “deep” gameplays you may consider the following levers:
- Objectives
- Challenges
- Choices on how to overcome these challenges to reach the objectives
The way you can add depth is by creating situations in which the user will have a choice, most
often in the repeatable core loop of your game.
One of the most common ways to do this is through users’ risk/reward considerations.
Here are a couple of examples of well integrated depth through risk and reward :
DEPTH
Here are a couple of examples of well integrated depth through risk
and reward :
In Helix Jump, the player can choose to pass multiple platforms and
gets rewarded by being indestructible with a good visual reward.
Basing a game only on risk/reward can also fail : if the player has no
choice but to take the risk, the game has no depth.
A good test to see if your game has depth is to see what actions the
player can take through action points.
Does the player have multiple actions to take within the same set
of rules and the same gameplay ?
In Aquapark.io the key is in the player’s precision; how far left or right
they move. In that, skilled players can swerve off the track, and skip
huge chunks of the race. Players can also do the regular race in the
aqua slide. Having this freedom to choose between options that offers
different degrees of risk/reward is what we call depth!
OTHER RESOURCES TO DIG INTO:
https://youtu.be/aj
2/4/2020 Case study: Spiral Roll Case study GT9ifm_Hc
https://youtu.be/Xh
10/3/2020 Voodoo x OHM: Comparative study of Knock Balls & Push’em All Case study d_Id_7obc
https://youtu.be/p5f
27/2/2020 Case study: Draw Climber Case study euzDppOo