

Each run, they could choose between earning wood, stone and iron. Between levels, you decide to add a simple city-building element, where players make a farm.

All the other features we’ll chat about here rely on a good resource system.įor example, perhaps you have an endless runner game. This is vitally important when turning a hyper-casual game into a hybrid-casual one. Spending ammo to fire your gun, for example.
#CASUAL GAMES TO PLAY WITH FRIENDS HOW TO#
It’s best to have fewer resources, which the player has to decide how to use, rather than lots of resources with few uses. Change the resource into a different resource. Or giving another incentive – buying something to increase the cap. This can have a cap to limit the maximum number, forcing the player to spend it. A place to show the player how much of a resource they have. Adjust this to affect the pace of your game.
#CASUAL GAMES TO PLAY WITH FRIENDS FULL#
Game Maker’s Toolkit describes five basic traits all video game economies need ( watch the full video on YouTube): How does the player earn this resource? How does it get used up? What value does it bring the player?īuilding a solid system is difficult. The trick to a good currency system is about establishing an economy. But they’re likely quite small-scale and only have one or two uses each. You probably already have a simple currency system in your game: coins, gems, or shards of mana. What features can you layer into your titles? How exactly do you turn a simple hyper-casual game into a hybrid-casual hit? 1. In this article, we’ll look at how to make that shift.

(You can read more about why the shift is happening in our other post on the topic.) Features like progression systems and collectibles that add more depth to the core game. The tact is to keep the core gameplay short, simple and satisfying, but add meta-features that encourage players to keep coming back. Studios have realised that if they’re going to keep retention high, they need to layer in more features and aspects of meta-game. And that’s particularly problematic because – with higher acquisition costs – studios need higher retention rates if they’re going to make a profit.īut a new genre has emerged: Hybrid-casual. This simultaneously drives up the cost of getting new players and makes it easier for players to churn. Why? Quite simply, there’s too much competition. Cracking the hyper-casual market is more challenging than ever.
