Is the HyperCasual market still healthy and growing in 2020?

HyperCasual is a perplexing genre for many creators of mobile games. When you download a game about Ironing, Coloured Sand or WaterSlides you wouldn’t expect them to be the most popular games on the store, downloaded up to 20 million times in a month.  The simplicity of the titles and the scale of audience is both shocking and inspiring. HyperCasual as a market has grown from strength to strength over the last 3 years and for all the naysayers that the genre has peaked and is now in decline, I say “Simplicity is the ultimate sophistication.”

In this article we will investigate how that market has grown and potentially where it will continue in 2020. If you want to read more about the Mechanics of HyperCasual or How Voodoo dominated the category in 2018.

HyperCasual is a business model, not a genre.

The greatest trick HyperCasual ever pulled was convincing the world it was a genre. It is in fact a business model. 

A hugely successful business model at that. I would define a HyperCasual game as: any game that relies on 95% of its revenue from ad monetization. Generating profits from any ad network, offer wall or affiliate scheme – anything not directly paid for by the gamer. HyperCasual games are truly free to play, you pay with your time and eyeballs when you watch an ad, but you’re never asked, forced or limited by gameplay by your inability to purchase a currency or speed up a timer.

The very best games blend the ad experience and mechanics together and create fast, simple games that appeal to the broadest audience of players. 

2015-2019 for HyperCasual Gaming

We worked with AppMagic who are an app store revenue and download estimator to assess the growth and proliferation of HyperCasual games.  They have been tracking the charts of 47 app stores around the world and manually analysing and classifying Top 100 games into genres. Over that time they have tagged 1300+ games and estimated their overall downloads worldwide. Although having precise numbers can only be achieved if you own the app yourself, estimations provide very reliable trend analysis and it will be these trends we look at.

2015 – 2019 Aggregated HyperCasual Downloads on iOS and Android

The chart above shows the estimated monthly downloads for the biggest HyperCasual titles from 2015-2019. There are some games that fall into both Casual and HyperCasual as they may have been iterated on with deeper mechanics, but the trend is clear. Year on year there were more and more games that grew primarily via the ad-driven model.

The total quantity of hypercasual apps has been increasing at a fairly predictable rate and competition in the sector has grown. Overall the sector itself still supports 6 times as many titles as back in 2015, from 100million per month to 600 million downloads per month in 2019. The very best titles can rack up around 50 million installs in a single month, but most top titles do closer to 10 million. A large bundle of titles can see 1 million per month quite regularly. 

New Game Releases have peaked

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Number of new Hypercasual releases each month that hit the top 100 downloaded games

The trend of new game releases that break into the Top 100 clearly articulates that rapid growth phase of 2018. However, we seem to have reached a peak. By the middle of 2019 almost 80 new releases featured in the Top 100 most downloaded around the world, but this is now in decline.  This points towards new games needing more development and more testing before scaling and becomes riskier for publishers. 

Competition is fierce in 2020

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Top15 HyperCasual Publishers estimated daily downloads worldwide 2018-19

Although the market has grown steadily and big hits continue to maintain performance, the publishing model has become fierce. Where Voodoo once clearly dominated, they now share the space with 3 other key rivals: Lion Studios, Say Games and Crazy Labs, often trading top spot on certain weeks. The middle ground has also grown, with 42 publishers from around the world who each drove more than 10 million worldwide downloads in January 2020.

This shows overall sector health, but competition burns cash and this will be having significant effects on the bottom lines and sustainability of the model in general. Success is always in the eye of the beholder and although it’s become much tougher at the top there are more companies that have created sustainable, growing businesses in the HyperCasual sector.

2019 the year HyperCasual sustained

2018 was often talked about as the boom when HyperCasual appeared and dominated the charts, however, 2019 was the year that HyperCasual stuck. More games than ever were able to sustain and retain a top 10 position for at least 15 days in a month in the US. 

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Although the number of titles that can sustain has flattened, it’s still a healthy 5-10 games in a single month that stick in the download charts. We can also be fairly sure that most of these games were new releases due to the lifecycle of a HyperCasual being very short. Across 2019 alone 87 new titles managed to break into and hold a place in the top 10 for half a month, a factor of 10x higher than any other genre. This gives confidence as creating new novel titles as a smaller dev studio or partnered with a publisher can be achieved. Rank and sustain of rank do come at a cost. The actual return on investment for these games is unknown, due to large marketing spends, but one would hope this was profitable for each game.

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Expanding the view point to the TTop 100, we can see that 2019 continued to be a year of dominance for the HyperCasual space with almost 1 in 5 games in the charts attributing their business model to Ad View monetization. The sector continued to grow and hold apart from a large blip when Google removed many thousands of apps for breaking their terms of service, but publishers quickly fixed and resubmitted these games. 

Predictions for 2020

With all these upward trends why is it that HyperCasual falling out of favor? Many believe that the simplicity of these mechanics cannot sustain, that the need to grow LTV will lead to deeper meta-games and features. I don’t see that as the case. I feel that most of these predictions still see HyperCasual as a genre and not as a business model. To be successful in this field you must embrace that business model on a deeper level and understand what makes players interact with the ads and stick in your games:

#1 – The Top 100 charts will continue to contain 1 in 5 HyperCasual games each month

I don’t predict a drop in the number of titles in the Top 100, yet I also don’t believe there will be an increase. The interesting change will be whether the apps present in the top 100 will be new or will be older more established titles. Can companies create even longer sustain for their best games?

#2 – Niches and Mechanics will combine further

Predicting what will be the next hit will become even harder. Right now, one of the most popular games on the store is Woodturning by Voodoo which as both genre and idea is novel, unpredictable and niche. 2020 will see even more “is that even a game?” approaches. 

A broadening of mechanics to include more progression, goals, idle and social elements will combine with the HyperCasual business model. Any developer who is not focussing on ad views and simplicity will have expensive marketing and won’t be able to grow. Some games will do this very well, others will fail miserably. The costs in time and development skills will rise.

#3 – Ad Monetization must get smarter and more native

The biggest issue in the genre isn’t the games, it’s the ad units. Quite simply they suck, they don’t allow for smoothness, beautiful transitions, different sizes, timings or formats to fit into the game experience. Ad networks will get smarter but they need to work with game developers to build ad tech to support the genre. HyperCasual ads will feel more and more native. Playable ads do so well because they encourage the user to enjoy the time away from the main game. Any ad network that thinks about the player interactions and experience, specifically in terms of how HyperCasual ads are used, will create games that retain for longer while still seeing high clicks and conversions. 

Top 7 Idle Game Mechanics

The idle game genre has been heating up quickly on mobile. 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?

This is a follow up to our Top 10 Game Mechanics for Hyper Casual Games article that you might also enjoy

Idle game mechanics are nothing new. Anthony Pecorella of Kongregate diving in deep into the trend back in GDC 2015, but moving into 2019 we’re seeing some advancements in the trend.

I remember playing Cookie Clicker, Adventure Capitalist, Tap Titans, and the mountains of clones of the simple idle game landed in 2014, but then the trend died out.  Yet something changed. Starting in 2016, we’ve actually seen a big resurgence of the mobile idle game genre:

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Aggregate downloads and revenue growth for mobile idle game genre from Q3 2016 to Q2 2018
Source: Sensor Tower Estimates

Looking at  idle games from 2014 to 2018, we can see a growing trend for both downloads and revenue in this genre. 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.

In the last years we’ve seen a lot of completely new styles of idle game mechanics hit the market and see success: Merge Town by Gram Games challenged the assumption that idle games were only for spreadsheet-savvy mathematicians, Trailer Park Boys by East Side Games shows a path where Idle games can actually host a compelling narrative, and Idle Miner by Kolibri (previously Fluffy Fairy) shows that idle games can create compelling traditional simulation-style game loops.

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For this post, I’d like to showcase the variety of paths to success that an idle game can have. 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.

What is Idle? how does it work?

If you’ve been living under a rock and don’t understand what idle is, we’ve covered it a number of times: (we’re fans here at MFTP)

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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.

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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. For some examples: Idle Games on Kongregate / Reddit’s Guide to Idle Games

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.

Let’s now dive into the variety of mechanics within the idle genre.

#1 Linear/Clicker Idle

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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:

  • Do you want to generate more money while you’re away?
  • Do you want to generate more income from your own taps?
  • Do you want to save up for the big purchase that will increase your income tenfold?
  • Or continue to purchase cheap upgrades for small income gains?

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! and Farm Away used swipe controls instead of tap to make it more mobile friendly. 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.

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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.

It’s important to note that this style of game has gone out of fashion. Besides Partymasters (pictured), there haven’t been many successful new titles that only use clicker gameplay or similar. 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.

#2 Arcade Idle

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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 2017 and early 2018.

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Instead of asking the player to tap to earn their coins, Voodoo asked them to play simple arcade games that have mass appeal. Games like “Idle Invaders” used classic shoot-em-up gameplay (ex. Space Invaders, 1942) 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. “Idle Sweeper” took Pac-Man, “Idle Flipper” took flipping style gameplay.

Any simple arcade gameplay which had an opportunity for scaling health/damage and computer-controlled assists could create a compelling new idle game.

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?

#3 Merge Idle

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

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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’s a simple premise turns into an addicting experience, because the game always feels like there is something to do. Sessions are impressively long because it’s just so compelling to constantly build up your houses towards the next goal. The next goal is so clear (I want to upgrade my best house), and the path is clear (merge until I get a duplicate) — yet as soon as I complete a goal, I’m compelled to start the next path.

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.

#4 Idle Simulation

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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. Yet on Idle, in the last year we’ve seen a new face of simulation games: Idle Simulation. Wheras Sim City Build It, Farmville, Hay Day may appeal to a older, broader demographic, Kolibri’s “Idle Miner Tycoon” and “Idle Factory Tycoon” have shown a compelling business case for using classic simulation game loops.

Unlike the previous idle game mechanics, idle simulation games don’t innovate in the core gameplay. 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. As such, it doesn’t need tapping style gameplay as a crutch.

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. This puts a strain on your elevator — the elevator then needs to be upgraded in order to hold on to more resources. Upgrading that elevator will put a strain on your surface level extraction… This goes round and round straining each system giving you new goals with each step and avoiding upgrades feeling stale.

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Idle Miner and Idle Factory aren’t the only games that have attempted this and succeeded. I’d recommend playing Crafting Idle Clicker, Reactor Idle, and Factory Idle on Kongregate. This genre has seen the biggest surge in downloads, and there is plenty of room for innovation to come. This is the category to watch for new developers.

#5 Idle Management

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One mechanic that hasn’t been done often on mobile, but more often on Kongregate is more “Management” style sims. Check out a game called “Groundhog Life”: this is a life management simulator, with obvious idle characteristics.

The core gameplay is replaced with choosing which system to boost. In Groundhog Life, you can choose how you want to spend your 24 hours each day: spend 8 hours or 2 hours sleeping? Spend more time at work, or studying? While your character is always making progress, whether they are progressing in learning a new skill, earning money, or being happy is down to the decisions you make. Each time you die, you pass on your traits to your next life — giving you a boost depending on your choices in the previous life. While there haven’t been many mobile idle games that have used this mechanic, this is by far the most addictive idle game that I’ve ever played.

#6 Story-driven Idle

Going in a different direction, there’s also innovation happening in how idle games have made prestige (resetting your progress) less punishing and more relevant. Trailer Park Boys: Greasy Money by East Side games is a masterclass in this. Many developers have attempted to graft licensed IP onto idle games, but none fit so well as Trailer Park Boys — in the last episode of every TV season, they end up in jail losing everything. East Side baked this into the game design: at the end of each season of generating a ton of cash from idle systems, the boys are caught by the cops and you lose all your money.

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This creates a strong narrative arc in the game that makes sense in the idle game loop. Each prestige (which happens more often), the player gets a drip of story. This creates a more interesting long-term goal for the player besides just increasing their numbers.

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The game has been a breakout success for East Side Games, and it’s why they’ve been slowly bringing on more licensed IP to work with. Their current game, “The Gang Goes Mobile” based on It’s Always Sunny in Philadelphia is currently in soft launch.

#7 Idle RPG

Lastly, is most likely the biggest in-app purchase revenue generating idle category: RPG.

Clicker Heroes and Tap Titans were arguably the first games in the genre — showing that you can add battle mechanics with an idle progression, but both games actually fit more into category #1 based on their real mechanics. RPG can offer more than just a facade for progress.

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Non-stop Knight was the first to break into this space, by adding automatic RPG gameplay as the core, while asking the player to choose when to use their boosters. Instead of linear upgrades, the character then started collecting loot from random drops (thank you Diablo), collecting pets and unlocking new boosts. Non-stop Knight was revolutionary in its time, but in retrospect leaned too heavily on idle progression to make a compelling long-term engagement loop.

The king of Idle RPG is without a doubt Idle Heroes. Instead of leaving too heavily on Idle Progression, they took many of the progression systems from Heroes’ Charge and Galaxy of Heroes. More focus is on a gacha-infused progression system: collect a team of heroes, outfit them with the best possible gear, and compete in limited time events for the currencies you desperately need.

This level of complexity is likely the next step for Idle RPG games. Keeping the compelling simple core gameplay, but creating more strategy in how you create and manage a team of heroes, and building upon an economy which events are necessary to be competitive.

In Summary

As you can see, idle game mechanics support a wide variety of game designs. Don’t just assume the tried-and-tested clicker gameplay is the only option when coming up with idle game ideas.

Idle, unlike most genres on mobile, has a lot of room for innovation. It’s created compelling business cases for many successful gaming companies on mobile, and as a genre has plenty of room for newcomers to enter into. As a designer in this space, I would take a look at what has been done and predict what will come into the future:

  • Don’t stick with traditional core gameplay: find new core gameplays that will let you reach new audiences like Merge Town and Idle Invaders
  • Add more strategy to the progression: create compelling game loops by using upgrade stats that actually lean on each other. Buying an upgrade in one area will drive you to upgrade in another.
  • The market is maturing quickly: don’t underestimate the value of licensed IP or building out a events framework for your live operations.

If you keep this mind, my hope is that the idle market will continue to innovate for years to come!

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Fishing for Trends on the App Store

Every app would love to be a trendsetter. Launching a unique game that the world has never seen, designers being inspired by your work. Not many of us will do this within our lifetimes. Mostly, developers are looking to piggyback on a mobile gaming trend look at the market, find a niche, an idea, and then build it into something better. Fortnite built off of the Battle Royale trend, Idle Miner built off the Idle trend and Clash of Clans built off Backyard Monsters.

But how do you know if you are picking the right trend? Is there a method to establishing a trend or is it pure luck? Is a trend just beginning, have I missed it, is there still time, is it still worth it?!

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Financial analysts calculating the trend in Apple share price in 2009

These are tough questions and there isn’t a single answer, but there certainly are telltale signs that a trend is developing. Most long term human endeavors create trends. The length of time or the number of events needed to establish a trend can vary wildly across industries. Mobile gaming on the app store is no exception — yet unlike other mediums, free to play apps that feature similar mechanics, themes or audiences can all still achieve financial success. While Candy Crush may be the #1 game in match 3, there have been hundreds of games operating outside of it that still provide sustainable financial success to their developers. You don’t need to be the trendsetter or the #1 game to build a successful business.

A particular mobile gaming trend that caught my eye recently is the hyper casual fishing genre. A genre that until 3 months ago didn’t feature in any charts. Then quickly 3 games all show up. Is this a clear trend — if so should we jump in?

What is a Trend?

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Banksy’s self destructing painting

Trends are used to describe a change over time “upward trends in stock markets” or “black leather is the hit style of the season”. These casual comments actually mask the fundamentals of a trend which is an observed statistical change in data over time.  People looking at datasets and making predictions on the future based on the performance in the past.

A trend is not a single remarkable data point.

For example, Banksy’s recent stunt of destroying his own art that had been sold in Sotheby’s received huge worldwide publicity, but it isn’t likely that we’re going to see art destruction as a trend.

Trends are all about data and the underlying data is tracking the actions of a population of people.  For a set of data to form a trend it needs to:

  1. Be more than two points of data
  2. You can’t pick convenient points, it should take all available data
  3. The more data points the more reliable the trend, but margins of error always exist.
  4. A trend is always historic and is not a guarantee of the future.

Pokemon Go hitting the top of the market in 2016 was a single data point. It would be bold to call that a trend looking at its own success. Now with Walking Dead, Jurassic World Alive, and soon Harry Potter being released — this starts to show as more of an underlying mobile gaming trend towards AR gaming.

A trend always needs multiple data points to confirm it is a trend and most people are only interested in strong trends in either direction.

For the purpose of this article, we will be taking the app store download chart as our data source and discuss whether there are any game genres or mechanics that are causing a splash!

A tale of three Fish

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Hooked Inc (Lion Studios), Go Fish! (Kwalee), The Fish Master (Voodoo) from left to right.

Fishing as a game genre has been popular all the way back from SEGA’s Mega Bass Fishing and this mirrors to some extent it’s popularity as a hobby. However, as a casual game, the original arcade fishing mechanic was first executed well in Ridiculous Fishing by Vlambeer released in 2015.

Ridiculous Fishing – Vlambeer

This game performed very well for the time and also won a number of development awards. Yet it wasn’t designed with the free to play business model, so as a paid app it does not get a large install volume anymore.

Similar to what happend with Threes!, within the last four months, 3 of the largest mobile publishers ( Lion Studios, Kwalee, Voodoo) have each brought their own version of ridiculous fishing to market (Hooked Inc, Go Fish! And The Fish Master).  

Each of these companies identified a gaming trend from years ago — a game that performed well within its market & business model (paid, mobile) that could be easily ported over to their model (hyper-casual). Finding trends doesn’t always have to be about what’s popular now, but also what has been popular, but can find new life today!

Fishing Game Design

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Go Fish! Kwalee

Capitalising on a trend still requires differentiation to be successful. Both Go Fish and The Fish Master stay quite faithful to the original Ridiculous Fishing concept where you cast a line deep into the sea and then on the way up you must catch a variety of fish. The larger the fish you catch the more money you earn which allows you to buy upgrades that help you cast deeper, catch more fish or earn more offline currency via an idle mechanic.

This is a very simple, single currency positive feedback loop that doesn’t scale. But it provides ample opportunities to view an ad.  This likely makes it a good mechanic to increase the views per DAU which I wrote about earlier as the primary metric to improve for monetization in free to play.

Fishing for Trends on the App Store - fishing game mechanics hyper casual hypercasual trends 3
Fishing Games Core Loop

Based on the game mechanics we’ve seen in hyper casual, fishing games use a very subtle rising mechanic + a small amount of dexterity in order to achieve the most optimal score.  Score is not as critical as other games and enjoyment is replaced by netting rare fish. This works well as it creates a simple random variable reward for players over the longer period as they never know which fish are swimming deep beneath their feet.

Idle Mechanics for retention

Hooked Inc, changes the mechanic and put’s the focus into a more fishing tycoon/management style approach where the focus is placed more on upgrading both your rod and your boat than the fishing itself.  Players have reduced importance on dexterity and more important on upgrade efficiency. tracing your finger across the screen. The aim with Hooked Inc, is to slowly increase the size and strength of your boat to lead yourself to the more lucrative waters. The core loop remains the same as above but there is a deeper idle mechanic and a larger number of upgrade choices.

In each case, the primary monetization is video ads, but Go Fish! And Hooked Inc contains more premium currency upgrades to increase the rate at which you can earn more soft currency.  If I had to rank them in terms of game design depth:

 The Fishmaster  < Go Fish! < Hooked Inc 

    (least depth) ———————- (most depth)

Beginning the Trend

What’s most interesting about this particular genre is that it has been dead since Ridiculous Fishing, a premium game that was barely doing 100 downloads a day. There has been no other top performing fishing titles since 2015. Then, in the space of 3 months, 3 casual games appeared and together they have amassed 10,000,000 downloads. The question is, why?

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The mechanic itself lends itself to the hyper casual business model due to it’s short rounds, simple progression and one finger click and drag mechanics. This could have been the reason Voodoo attempted to grow The Fish Master originally. During that period the market itself was responding to the idea of a simple fishing game, but as we noted earlier one data point is not a trend.

Fast Follow

Due to the size of the 3 companies that each entered the market, it’s safe to assume that each of them is aware of one another. In the Hyper Casual space, this means keeping tabs, being fast to market, iterating on success or killing failures quickly. Fish Master (Kwalee) quickly built upon the game feel, improving the speed, transitions, casting feeling and the complexity of finding rare fish. However,  they didn’t stray too far out of bounds of the simple game mechanic – dropping a hook to catch some fish. Kwalee also made smart decisions, to focus on the hook drag, adding a small amount of skill and luck for the user so that they would reach their maximum load more quickly, but through skill you could catch bigger fish if you focus on where to drag.

This subtle change made the game feel more challenging. This seems to be just the right balance as quite quickly they rose faster and higher in the charts.  

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Hooked Inc (Lion Studios) is a fundamentally different game as it’s idle compared to dexterity, but one that’s attacking the same audience.  Idle mechanics, which rely on upgrading large numbers of stats in order to earn more revenue quickly have less general appeal but still appeal to a gaming audience.  Based on the download figures it was harder to sustain and grow the installs, most likely due to CPI. You would hope that a higher LTV from the idle mechanics would allow for longer marketing growth, but again the charts points to a down trend. Exact LTVs for Hyper Casual are very hard to tell due to Ad Revenues being obscured from Sensor Tower Analysis.  

For the mobile gaming trend to be more significant and longer lasting, we would look for 3 major signs. Firstly the longer a single app can sustain larger install numbers. If a second data point then showed a higher but flatter drop in installs after it’s peak and then if the third data point could maintain a new and similar peak so that the install rate of all the apps together was much higher.

Sustaining the Trend

As fast as the trend appears the data shows it’s already reducing in volume. Fishing games have fallen out of the top 100 in general, and none of the 3 games covered has been a clear winner. Go Fish! By Kwalee was the most successful in terms of downloads, but the mechanic and depth of the gameplay has not led to sustained chart position.

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There is also a large unknown in how much each of these companies was spending on marketing. Sustaining on the app store now requires large amounts of cash to push users into apps to get them up the store.  In each case, it looks like the profitability of the campaigns wasn’t high enough to maintain strong organic growth, leaving the apps to flounder. For a mobile gaming trend to really sustain it must usually lead to actions that are natural (no marketing), viral (increasing K-Factor) and adopted by the majority.

The most interesting trend at the moment is that of Fortnite which has truly captured the imagination of the youth and can often be seen where people are referencing things from the game in real life. Take for instance the real-life dance challenges that are also run digitally too.  A trend like this sustains itself with user-generated content, but Epic is doing a great job of sustaining momentum through their Season based approach and ever developing storyline and character plots.

When to jump on a trend and when not?

As we’ve seen in the Fishing trend, most of the pointers are already pointing down. Within 3 short months, a huge number of people had begun to play a fishing game, but the sustain wasn’t there. It would, therefore, be naive to believe that you can buck the global trend with a new fishing game.

However, the simplicity of the gameplay and the clear appetite for downloads initially means that with just enough of a twist or blend from Ridiculous, Hooked, Go Fish or Fish Master an audience awaits. Assessing how much revenue potential there is behind that audience is another blog post all. Happy Trendsetting!

Everything you want to know about Voodoo – An Interview with Voodoo Games

After our article on why Voodoo was beating indie developers on the app store, we wanted to reach out and uncover how they run such a successful publishing division? Their Publishing Manager Alexander Shea was gracious enough to give us a little more insight into how their processes work.
We’ve been following the trend of Hyper Casual game design and the rise of the core mechanics that are trending on the store. I’ve always been interested in mobile game publishing (having been a mobile game publisher myself for a number of years!) and I still think publishing houses add a lot of value to new and experienced game development studios. I asked some pretty tough questions and Voodoo gave as much insight as they could, but can’t share download or revenue figures with us. Let’s jump into the interview:

Voodoo Games Interview - Alexander Shea, Publishing Manager - voodoo.io
Alexander Shea

1. A lot of your games are clearly inspired by others in the market, how do you take steps to differentiate them from each other?

The studios we work with have a huge amount of independence and autonomy when it comes to the conception of new games. This freedom is very important to them and we wouldn’t want to limit their creativity. As with any other artistic sector (movies, music, painting etc.), it is natural that studios will be inspired by what others do. We try to go beyond that and encourage studios to be innovative and create something new and disruptive. In coaching studios, we regularly push them beyond their comfort zone, particularly when it comes to game ideation. We also provide more specific feedback and guidance at later stages of the prototyping cycle. Just to take an example among many, with “Perfect Hit case study,” a hit we launched in August, we were able to take a game with a 9% D7 retention to a 15% D7 retention by making fundamental changes to the gameplay. But we went further and tipped the scale for both the D7 retention (22%) and CPI ($0.15) with a creative addition to the game, both to the visuals and to the game feeling. By layering each level on top of each other (essentially adding a hole in end-of-level targets), we transformed a good prototype into a major hit. In this case, the idea itself originated in the publishing team and was brilliantly executed by the developer.

Perfect Hit Game

2. How much value does differentiation have in the market? How do you decide how much differentiation is good?

Differentiation is important because an innovative gameplay will have more chances of being successful. For example with the hit game Tenkyu the initial prototype’s gameplay was based on the classic game where you navigate a marble through a tilting board. This was too static and not particularly innovative. The main twist we worked on with the developer was to add layered platforms of different shapes, so the marble would fall from one maze to the other. After this big change D1 and D7 retention went through the roof!

3. How many games does Voodoo publish on a monthly basis? How many games are cancelled in soft launch vs globally launched?

We’re on an upward trend at the moment. On average we’re looking at 4 games per month. A studio can expect to publish a first hit game after 5-10 prototypes on average; subsequent hits are typically even more frequent.

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The Voodoo office in Paris, France

4. What % of developers that you discuss with do you end up actually working with?

All of them! We are very tech-focused: we have built a platform that has allowed us to scale our efforts. This dashboard allows developers to access Voodoo’s growing knowledge library, and also to test their prototypes to get data. Voodoo’s dashboard is unique on the market– every studio we work with can launch free test campaigns for their prototypes, from Day 1.

Thanks to this dashboard, our partner studios are informed, in a matter of days, of whether their game is a future Hit, a prototype with high potential, or a prototype to ‘kill’. Whilst we’re very proud of this dashboard, we’re aware it’s far from perfect; we’re constantly bringing improvements to it based on the developers’ feedback.

5. How have the success-criteria KPIs changed for hyper casual games over the last year? (CPI, D1 Retention, Videos/DAU, Adoption, etc.) 

Our historic KPIs have been successful indicators to date, so we’ve used them consistently. We are open to revisiting our KPIs; at the end of the day, it’s about the LTV of users, and there’s only so much a seven-day retention will capture.

6. What metrics do you typically look at when a game is in soft launch? How do you run a campaign in soft launch to ensure these metrics are measurable?

We typically look at retention (D1 over 50% and D7 over 20%), as well as a low CPI.

7. It seems like there has been some blending of Idle mechanics and Hyper casual mechanics over time — do you see this as a lasting trend or just a fad in audience tastes?

Idle is an interesting mechanic that can definitely help with long-term retention. However, integrating it in hyper casual games should be decided on a case-by-case basis. This wouldn’t work well on a game like Helix Jump, or Hole.io for example.

8. Testing & developing UA Creatives seem like an incredibly important part of your process. Any recommendations for other developers on what types of creatives work for hyper casual games?

If you work with us we will take care of all of the creative ad work. We’ve got a really talented and wacky team of artists who will test out a lot of creatives every single day. This means that the developers we work with can really focus on what they do best and what they enjoy the most: building amazing games! This is particularly relevant for smaller studios. When we worked with H8 to develop Helix Jump, their small team was able to focus on developing innovative and crazy prototypes, rather than on developing creatives. This approach was more effective, time-efficient and eventually led to Helix Jump.  Part of the “Voodoo” mindset we encourage studios to adopt is to focus on what they do best and where the value really lies i.e. game development.

9. What role do you think demographics of gamers play in a game’s CPI?

It’s really important to build a game that works well with men and women at the same time. If CPI is low in those two demographics, then you are much more likely to have a big hit! Otherwise, if you have a low CPI with men, but high with women (which is often the case), then you’re cutting yourself from half of the market!
Some features to consider when building gender-balanced games include gameplay (contemplative vs too competitive) and color scheme (pastel vs too vivid). Ultimately, we study each game’s data individually to develop a strategy to achieve this balance.

10. What do you believe are the next opportunities in Hyper Casual? (genre, mechanics, audience)

We’ve seen a recent surge in .io games and multiplayer games, and a shorter ‘incremental game’ trend before that. We don’t claim to consistently call hyper casual trends ahead of the curve, but trends have begun as a result of a conversation between our publishing managers and our partner studios in the past.

11. What do you believe the next threats are in Hyper Casual? What do you think will change as new developers and established companies enter the fray?

The biggest challenge we face is time to market. We know that our partner studios will publish hit games down the line, but our work is to help them get there in record time. Whether it takes 5, 10 or 15 prototypes to get there makes a big difference for our partners, and we are always looking for ways to reduce this lead time.

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Knock Balls by OHM Games

12. Hyper Casual is becoming more and more competitive, do you see any other promising developers in the space?

There are always promising developers out there! We like to work with developers that have raw talent and that are hungry for success, regardless of location or the size of the team.
The studio OHM Games is extremely promising. They have a great vision, excellent creative talent, and the team is very focused and united. They’ve recently launched two successful games, “Knock Balls” and “Wall Clean,” and we have no doubt they will break the top charts again.

13. Can you tell us about some of the developers you’ve helped succeed?

I think the Flappy Dunk Success Story is a great one. Paul Breton and Clément Germanicus, around 25 to 27 years old, french and cousins.

The gameplay was too difficult and the controls were not intuitive at all but we felt otherwise the game was well executed and the idea was original. We schedule a meeting and we felt immediately the good vibe and strong energy from Paul. We immediately got along and we created almost a friendship relationship. 

So we tested their game Madwad and the results were terrible. High CPI and low retention. At the time, we were doing a hackathon at Voodoo so I suggested to Paul to follow our rhythm and create a game in 48h. He accepted and all we needed was an idea. It was early 2017 and Ketchapp was totally leading the hyper casual market. But we were not fans of how they balanced their games. Theirs were too cold, too minimalistic and, most of all, too hard! I was playing HopHopHop at the time but was really frustrated with a lot of small details in the game.

I asked Paul what he thought about the game and he told me he was playing it as well and had the exact same feeling as me. We knew what to do. Two days later we were playing Flappy Dunk.

The game did millions of downloads and still growing.

14. What is the typical lifespan for a hyper casual game? How long does an average successful game remain in the charts? What typically restricts their lifespan versus a typical free to play mobile game?

Only time will tell! Some of our biggest hits seem to defy gravity and remain very popular. Take Snake vs Block for example: it came out in May 2017 and is still comfortably in the top 100 ranking in the US on iOS. Hyper casual is such a new market, we simply don’t know the limits yet!


Thanks for a great interview Alex! If you’re interested in working with Voodoo you can get in touch with them over on their main site.

Top 10 Game Mechanics for Hyper Casual 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. I like to use the 90/10 rule. Stick with 90% what you know and try to create a 10% twist. As I mentioned in the Voodoo article, Voodoo doesn’t care about your game design, they care about the market’s perception of your game design. 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.

Here’s a breakdown of the current top 10 game mechanics for hyper casual gaming on the app store and what to remember when building a game using them.

You might also enjoy our follow up article to this, in our Top 7 Idle Game Mechanics article.

Tap / Timing Mechanics

Hyper Casual Mechanic - Tap or Timing

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.  Precision is the most important aspect of the action and the focus for the user is perfection.  Only the perfect tap will bring the maximum score. The rest of the games feel and creativity relies on exploiting small inaccuracies in the tap to reduce the player’s ability to win, usually in the form of a high score. The game Baseball Boy by Voodoo focus’ a players attention on a single baseball bat hit as the only action the player has. 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.

Stacking Mechanics

Hyper Casual Mechanic - Stacking

Stacking mechanics take the tap/timing mechanic further by adding your previous taps outcome to the progress of the round.  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.

Stacking mechanics provide more points of failure for the players, with each failure having a smaller effect than a Pure Tap game. They soften the failure by allowing you to continue, but they maintain the clear visual clarity of how that failure occurred. The less punishing failure the longer the round, but long rounds also signify a sense of ease.

When thinking how to design with a stack game in mind, make sure players have enough points of failure (5-10) before you end the round, but make sure the difficulty is hard enough that players get non-perfect timings at least 20-40% of the time.  Too few points of failure the game is too hard and too many perfect timings the game is too easy.

Turning Mechanics

Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10 2

Turning is the last of the tap and timing themed mechanics. It adds a further complication to each tap by adding a confusing visual perception. Humans visual cortex has an in built weakness at judging lengths between horizontal and vertical shapes in a 3D space. The visual cortex can be tricked quite easily and many visual illusions demonstrate it, The Ponzo Illusion, is a good example. As a designer you’re still only asking the player to time a single tap but with the added confusion of the 3D space players are more likely to get this wrong. 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. Turning games also work best when the angles are 90 degrees or repeating sharp angles, simply because the brain can learn to overcome it’s own weakness, through trial and error! You must be more lenient than other hypercasual game mechanics because people simply don’t believe their own eyes! Oh the power of the mind 👀

Dexterity Mechanics

Hyper Casual Mechanic - Dexterity

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. Timberman by Digital Melody is a great example of taking a player’s full attention, timing and dexterity to create a challenging points based challenge.  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 / Falling Mechanics 

Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10 5Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10 4

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Rising and falling mechanics provide interesting journeys for their players. The constant progression of the level leads to the feeling of progression without a change in the mechanic or goal. To keep people entertained the level itself must develop. Rise Up by Serkan Özyılmaz and Helix Jump by Voodoo show how progression develops as you traverse up or down the game.

The player’s focus is on dealing with the next challenge along the progression and less about accuracy.  There are many ways to win these levels, a little luck is often needed over timing or skill. Your only goal is to protect an object from a single point of failure.

The journey develops pressurising environments and the players end up  creating lots of self-inflicted problems. Small issues early on can cause much harder moves later. Good design here focus’ on players have 1 or possibly 2 problems to deal with at a time, but the nature of the problem changes as you rise or fall through the gameplay. Try to think in stages and work on each stage being fun on it’s own, adding them together creates the dynamic journey.

Swerve Mechanics

Hyper Casual Mechanic - Swerve

The final arcade based hypercasual mechanic is the swerve mechanic.  These games focus on using the drag of a finger to avoid obstacles. Most of the time they are avoidance based mechanics in a similar vein to rising and falling, but they also focus more on dexterity than timing. Swerve games maximise the touch screen controls and are hard to recreate on other devices. This gives them an original feeling and a cool use of touch inputs.

What’s important here is that the game focus’ on a player accuracy of input from dragging and sweeping a finger, rather than timing a tap. The size of the object, the speed of the object has a big effect on what people are able to do with their fingers.

In the same way, as dextrous games focus on removing inaccuracies, swerve games need to focus on the input feel of your finger. Players will play for longer if the game feels fun and the near misses feel, super near. Work on making the game reward players for near misses and replay their errors to show just how close they were to almost avoiding death to make the game more fun.

Merging Mechanics

Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10 3

Merging mechanics are very easy for players to understand. Similar things combine, different things don’t. The game then becomes very easy for people to get right and with each subsequent merge, a new piece of understanding and a strong sense of progression is conveyed to players. Complexity and challenge in this game usually come in the form of a metagame, something that non-casual games rely on, but for the casual audience, the metagame can be divisive, making the game too complex and turning people away from playing.

Merge games do well because the metagame is incorporated into the main game. The mechanic is very visual and you can see how your action is causing the merged units to be different from one another. For a merging game to be successful, don’t break the golden rule, embrace the golden rule – Similar things combine, different things don’t. You then need to make merging feel fun, animate, excite and surprise players with each new find. The clear sense of progression along with the ever-increasing challenge,  due to exponential growth, of merging to the next stage will keep people playing for longer.

Idle Mechanics

Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10 1

Idle as a mechanic has been used in hyper casual to mid-core games for a number of years. The complexity and reliance on the mechanic is a choice by each game designer. At its core, it is any mechanic that doesn’t require input from a player in order to progress. Obviously, no input at all is a very casual experience, but also one that without an objective becomes boring. Most of the time idle mechanics form a secondary mechanic attached to a soft currency.  This works well because over time players earn more money which they can spend in their core game experience.

Adventure Capitalist by Hyper Hippo made the idle mechanic the core focus of the gameplay and built a game around repeating the mechanic with different growth rates. It became successful because of the interplay between the rates and the addition of ascension mechanics which force a player to lose all of their progress in the current game for increase speed of progress in the next game.

For idle mechanics to be fun, they need to be balanced. The biggest issue with the genre is bad maths. Either the game reaches incredibly hard to overcome peaks of progress or totally boring plateaus of progression where the numbers and growth mean nothing in the real game.  Be careful and make sure you use your excel skills to their max if you want to rely on idle mechanics.

Growing Mechanics

Top 10 Game Mechanics for Hyper Casual Games - casual gams hyper casual hypercasual idle Mechanics Top 10 top10

Growing mechanics are very similar to idle mechanics in that they are usually independent of the core control input but do form the core gameplay objective. Winners in this hyper casual genre are always the largest and in some cases can eat other players, in essence ending a round.  The gameplay mechanics themselves are very clear, yet developing a fun experience and one that scales is reasonably difficult for this genre.

You need to think a lot about player density when designing games that grow. Obviously, all players want to grow, but not all can. Starting the correct number of players in the correct space and with the correct amount of food is what makes this genre fun. These games also become exponentially more fun with other real people playing them and have so far formed the .io genre on the store. The number of fitting gameplay mechanics for this genre is limited but the games have a longer lifespan than other hypercasual games because of the interactions with other players.

Puzzle Mechanics

Hyper Casual Mechanic - Puzzle

Puzzle is a genre in itself, but hyper casual puzzle games focus on simplicity rather than complexity. A good hyper casual puzzle game usually has no end. Players are simply asked to continue to play the puzzle for as long as possible and the game will not increase the difficulty.  The mechanic itself must grow in complexity via the users’ actions. Good examples are 1010! By Gram Games or 2048 by Ketchapp. In both cases, the puzzle rules are set at the beginning and the board develops as you play. Unlike other board games such as Chess or Chequers which have clear end goals, hypercasual puzzle games usually have no clear end and it’s simply a case of lasting as long as you can.

These are the hardest genre of hypercasual games to develop because they are usually very clear and defined mechanics that are unique to the game itself. This is because it is very hard to create a mechanic that over time doesn’t change the gameboard into something that is too easy or too hard. Board Games are usually a great place to look for tried and tested mechanics, but make sure you chose ones that require very few rules otherwise you will lose your audience in the explanation.

Please share in the comments if you feel there are any other hyper casual game mechanics worth mentioning or any other hyper casual games ideas that you like and we’ll update the article!

5 reasons why Voodoo beats small game developers on the app store

Mobile gaming has shifted, again. The hypercasual genre has begun to dominate the free app charts. In 2017 Ketchapp (now owned by Ubisoft) started a revolution of simplicity in game design with mobile titles such as Tower or Ballz. The games focused on clear visuals and simple mechanics and very light progression systems.  They also importantly removed IAP as the core monetization and replaced it with Advertising revenue. The games were so simple and casual that anyone could understand them in under 10 seconds. Since then, there has been a proliferation of publishers, studios, and solo indie developers each working on similar casual titles. Space is highly competitive, but there is a clear king of the app store, Voodoo, recently receiving $200 million from Goldman Sachs.

Sensor Tower Mobile App Downloads June 2018

Reviewing the estimated data on Sensor Tower for June in the Top 100 US Free Game charts, Voodoo accounted for 24.7%* of all the free downloads. Broadening the view to all Hypercasual games, approximately 57% of all free game downloads can be attributed to this space.**  

Number of games in the Top 100 Free Games US Chart - June 2018

PublisherNumber of Games
Voodoo18***
Playgendry3
Tastypill3
Lion Studios3
Ketchapp2

*Data taken from Sensor Tower estimated US game downloads from June 2018
**Data taken from Sensor Tower estimated US game download from June 2018 and assessing the apps mechanics and monetization stream
***Rock of Destruction, Stone Skimming, Dune, Twenty48 Solitaire, Fight List, Paper.io, Twisty Road, Splashy, Waves, The Cube – What’s Inside, Flying Arrow, Stack Jump, Rolly Vortex, Baseball Boy, The Fish Master, Snake VS Block, Color Road, Helix Jump, Hole.io

Of all the genres of games released on the app store, no other genre commands the pure number of downloads that Hypercasual games do.  The simplicity of the gameplay, coupled with the speed of gamers learning and mastering the challenge creates a voracious need to download the next new idea, older games are quickly discarded or deleted. This has not escaped the notice of many game developers with hundreds of studios trying to build the next mega hit. However, Voodoo has truly mastered both the sourcing and promotion of their titles making it tough for studios to compete. How has Voodoo dominated the Hypercasual space?

#1 Game Design doesn’t matter

5 reasons why Voodoo beats small game developers on the app store - game publisher hypercasual ketchapp mobile publisher publishing voodoo voodoo games

Voodoo doesn’t care about your game’s design. Voodoo cares about your game’s market potential. As a publishing house, the majority of their releases can clearly be seen as “inspired by” reproductions of older games.

  • Tiny Wings – Dune
  • Donut County – Hole.io
  • slither.io – paper.io

In each case, success is not down to the game mechanics or technical quality of the product, but Voodoo’s ability to market games more effectively and reach a larger audience than those original games. Bad game design still won’t make the cut, but innovative game design is not as important as tried and tested successful mechanics. If you want help with your hyper casual game design we wrote a post of the Top 10 Hyper Casual game mechanics present today.

This is very hard for the average game developer to swallow and it’s hard to think that game design is the least important aspect to Voodoo’s success. What set’s voodoo apart is their ability to work with a large number of talented studios each working on simple, tested, game designs, and then apply industry-leading marketing and growth practices to push games to the top of the App Store. Dictating which game design is the most popular is something the market decides, not something Voodoo strives to set.

#2 Voodoo releases games faster than you

Making rough approximations through tracking the releases of the majority of HyperCasual publishers on both Google Play and Apple App Store, Voodoo have released 7 new titles that reached top 300 in the US Free in the last 30 days. Most of the other publishers have released between 0 and 2. This is a phenomenal pace compared with classical studios or even publishers who might schedule 1 or 2 apps per month in order to give it the support needed. This highlights a fundamental shift in business practices.

Most developers’ first start to iterate, test and soft launch titles in cheaper CPI countries such as the Philippines or New Zealand. Based on the feedback they got back from players, designers and developers optimize and iterate the FTUE or monetization balance to slowly improve the LTV and retention.  When a studio is confident in their polished products, they would approach Apple and Google to showcase their app and hope for a feature. At the same time, they might allocate a large marketing budget and test multiple ad variants in order to be confident in having the largest splash possible. This is too slow for hypercasual, this is not the way Voodoo approach app releases.

The hit recipe to mobile game development

Voodoo may have 100-200 development studios each working frantically on new game designs.  In each case, the focus is the core gameplay. The meta and even the advertising is left out for the initial soft launch release. Core loops are then tested without fanfare into key territories such as the US or China in order to see if there are good responses to the mechanic. Voodoo released a simple guide for their gameplay style (Snackable, Youtubable, Straight forward, Not punitive, Innovative) which clearly restricts multiple game designs from the table.

Games are then measured on a brutally tough scale. Each game needs 50%+ D1 retention to even make the cut.  This creates a very competitive environment where stats and data become the key to becoming picked up by these top publishers.  As a developer you want to know that your game can actually reach a large audience, this is where Voodoo has developer a lot of skills.

#3 Voodoo grows games cheaply

In a system where CPIs are low, games can grow fast. If you’re able to spend $1 and make $1.50 back then you should just keep spending more money and grow faster.  This relationship is often quoted as LTV > CPI (check out the bible for more details).

5 reasons why Voodoo beats small game developers on the app store - casual games Game Design Game Developers hyper casual hyper casual games hypercasual hypercasual games voodoo 1

Different genres of free to play mobile games have different monetization profiles and can roughly be categorised by their mechanics or via their audience.  Games with the highest monetization profiles (i.e Casino games) are able to spend $50+ per user because the LTV of their titles is very high. However, their audience is usually quite small.

IAP based monetization models focus on generating the most revenue per user but in doing so their audience becomes harder to find. Hypercasual as a genre works so well because they can lower the CPI to incredibly low levels through clear advertising creative and data-driven programmatic marketing. However, without clear IAPs or items or gacha systems, the model relies on users watching and engaging with advertising. Getting the balance between a very low CPI while maximising the Advertising yield is where the profit is.

#4 Voodoo have better relationships than you

5 reasons why Voodoo beats small game developers on the app store - 3

As a developer, you must tread a fine line between showing as many ads as possible (that result in an install) while not breaking the user’s enjoyment of the game. Getting the right ads presented at the right time results in much higher eCPMs.

Because of this, many genres of game perform better than others simply because they create natural breaks in the gameplay where an ad can be shown without disturbing a users playtime.  The better the app is at retaining players through its core loop the more opportunities there are to show ads and therefore the higher the LTV. But this isn’t the only piece of the puzzle. You must show the highest performing ad to the right user in order to efficiently display ads that will result in installs.  

Voodoo is in a better position to maximise this than other studios. Due to their immense size and scale, they have more relationships at better rates than your average development studio.  This means the ads they show are more likely to result in higher paying installs, increasing the LTV further.  The mobile ad networks are ruthless and competitive: everyone wants to work with the largest player. When considering the Hypercasual segment as a business strategy you must take the business development time into account.

#5 Voodoo can scale games into profitable cash cows.

Scaling games to become profitable cash cows

For larger businesses, opportunities must provide enough profit for them to seem interesting. I would say that any game that can drive $10,000 a day in gross revenue is enough to support a smaller gaming studio. Many studios don’t think about making games in terms of gross profit and they often neglect to think about the number of users necessary in order to make that magic $10,000 per day.  

Hypercasual games tend to make lower revenue per DAU. A typical game will be anywhere between $0.01-0.10. Along with their large network of titles Voodoo also has a large volume of data on who their most active players are. Using in-game events to look into player actions, helps you to know clearly which players are playing your games the most. The larger the Voodoo game network becomes the more refined the company can segment or target individual players with effective marketing messages.

As they expand into new genres and different players engage, further refinements in their voice or creative might work better for individual game types. By doing hyper-specific segmentation you can get lower CPIs and more ad views.

What becomes hard for developers is to perform this correctly and at scale. This requires a team of people to analyse, review, create and then execute effective marketing. Voodoo has learnt how to do this very well.

Competing against Voodoo

The biggest mistake most game developers make when attempting to attack the hypercasual gaming market is to think they can innovate through game design. Voodoo has proven that innovation in game mechanics is not as important as cheap and effective marketing. Their pace of release and the scale of their network is growing all the time allowing them to learn and understand their users more and more. To have a viable shot at competing you must be prepared to invest heavily in a strong data warehouse, a talented marketing team and use metrics and data to decide which games have the strongest business case.

Even though this seems like an impossible task, strong-willed and talented studios can carve out their own niche. Find a mechanic that you know well and has strong retention metrics, then work on expanding or perfecting the metagame. Be careful to keep the mechanics pure and simple or you will lose what makes hypercasual special. You must also be ruthless with your game designs and drop anything that doesn’t make the cut, be quick, be bold and follow the low CPIs. Studios like Playgendary, Lion and Super TapX show that it can be done.

100 Million Downloads: How Hypercasual Mobile Games Are Rewriting the Game Design Rulebook

How do you make a game that almost everyone will want to play?

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On the surface, amassing a huge number of downloads within the modern mobile marketplace would appear to be a staggering task. Yet, when you look at successful games such as 1010!, Ballz, Agar.io, Dune, or Piano Tiles, the designs behind them are so simple plenty of developers are within rights to ask themselves, ‘just why didn’t I think of that?’.

The term ‘hypercasual’ has become a collective way to reference games of this nature. Such titles typically have a single mechanic and a single goal, yet reaching a high score can be fiendishly difficult. There are a number of publishers – Ketchapp, Voodoo, and Gram to name a few – that, within the last couple of years, have managed to gather a daily audience that could rival most large television networks. It’s naive to believe that each of these publishers have a ‘secret sauce’, yet how have they managed to get a game to 100 million downloads?

How do these studios choose the best prototypes? What does it take to design the perfect hypercasual experience? And, most importantly, just how do they make it to 100 million downloads?

Perfecting the mechanic

At their core, all of these hypercasual games are built around a single mechanic. Indeed, it would be fair to suggest the all-conquering Flappy Bird could be considered the beginning of the hypercasual genre on mobile.

A player’s score is used as the primary metric for a users progress at perfecting that mechanic. This is very different from say a BBB (Base-Battle-Build), in which users strategically choose how to deploy the perfect army, or a Match-3 game that relies on a balance of skill and luck of where gems will fall. Great hypercasual games are easy to grasp, but rely on players having to perfect the mechanic through repetition, measured via a high score.

As a result, players quickly grasp that the more they play, the better they get. For example, with Flappy Bird your first run was unlikely to be too successful, but repeated play teaches the player how to control, time and avoid the simple obstacles. Perfecting the basic mechanics quickly feels fun. Nevertheless, the best hypercasual games still convey the idea that, even with consistent improvements, there is still a long way to go before the player reaches the top.  

Great games in this genre rely on mechanics that provide all the tools a player needs from the start of the game, either with a single life – such as Flappy Bird – or with multiple lives, like Ballz or a full base, like Stack.  In each case, winning is in the hands of the player and loosing is clear from the outset.

Perhaps most interestingly, to date, there have been three genres of game that have perfected the hypercasual model; arcade, puzzle and MMO games.

Arcade Hypercasual

Titles like Stack, Snake vs Blocks, Finger Racer are the most prominent successes of arcade hypercasual games. All typically rely on timing-based mechanics; tap at the right time, swipe at the right time. This is mostly due to the way timing mechanics work best with touch input.

For example, touch controls provide very accurate timing and directional responses, but are particularly poor at single point accuracy. Likewise, mobile session design is much shorter than other medium’s, and so the ability to pick up and play within 10 seconds is one reason people will turn to a hypercasual game over a simulation or RPG title.  The immediacy of the mechanic and the simplicity of the tools available make it a superior choice when time is at a premium.

The Path to 100 Million Downloads: How Hypercasual Mobile Games Are Rewriting the Game Design Rulebook 5

Tapping and swiping both open up a lot of different gameplay ideas, but most top performing hypercasual games rely on timing and accuracy as the crucial skills to master. When thinking of the core mechanic the best ones usually are very hard to perfect, but the player will have a stat such as health, size or speed that provide them with a small cushion. In contrast, serving up too harsh of a mechanic will see players drop out far too quickly.  If you are testing ideas for a mechanic, try to formulate one that provides players with lots of room to fail in small chunks (Stack), or in 1 large chunk (Flappy Bird).  Think of it as either 1 – 0 , a clear and simple challenge. Or 100 – 0, where the more you have complicates the primary action of the mechanic.  You loose more earlier on and then the mechanic becomes more manageable.

Puzzle Hypercasual

Puzzle games usually remove dexterity and timing and replace them with strategy and planning. Great puzzle games require players to think in advance and formulate a strategy in order to win.  

The real difference with hypercasual puzzle, however, is that games don’t have a clear end.   This was the strategy adopted by 1010!, MergeTown or 2048, and in each case there are ways the player can lose but no real way they can win. This is different from the standard puzzle genre games such as Solitaire or Match-3 games where in each case the player usually completes a round and then is presented with another round. As such, in more traditional puzzle games, the ability to win is what drives players to retry. However, hypercasual puzzle games remove even that goal to maintain simplicity.

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Removing obstacles is one of the key ways to make a product more casual. The easier it is for players to start a game, the easier it is for them to understand it – it’s lowest common denominator gaming.  Simplifying games is clearly what many teams try to do, the difficulty with a Puzzle game is that there is still enough strategic choice that a player can still make a bad move.

Puzzle games must tread a fine line between removing enough rules or restrictions from the player whilst maintaining a mechanic that has enough depth for players to perfect. Trial and error when it comes to the game’s development is typically the approach required to work out at what size and scale these mechanics breakdown – for instance, there are reasons 2048 has a 5×5 board or Match-3 is more popular than Match-4 or Match-5.  The balance of randomness within the constraints of the board are where teams should iterate the most.

MMO Hypercasual

Classic MMOs such as World of Warcraft or EVE have complex stories and huge number of mechanics. In the hypercasual realm, games like Agar.io or Paper.io create dynamic experiences often with single goals and simple controls. Players interact with each other to create emergent gameplay in real time, but their focus remains singular – be the biggest, be the longest.

The Path to 100 Million Downloads: How Hypercasual Mobile Games Are Rewriting the Game Design Rulebook 4

The strategic choices the player has to make and concentration required as a result means play time will be longer than typical hypercasual rounds, but perfecting the mechanic will always require multiple attempts. Indeed, mastering the controls and timing is the only way players will learn. The actions of other players rather than computer generated scripts or increasing speed create the pressure and difficulty.  This always tends to feel more enjoyable as the difficulty develops with your play rather than being set in advance by a game designer.

The Path to 100 Million Downloads: How Hypercasual Mobile Games Are Rewriting the Game Design Rulebook 3

Perfecting an MMO hypercasual game is not as clear cut as the other genres, but score is still used as the simplest measure of success. This leads players to naturally want to be first – an achievement only one person can ever attain, of course! The drive for perfection is challenging, but in this case perfection is attainable – at least until your device runs out of battery!

Scaling the mechanic

The three different hypercasual genres detailed above take different slants at providing challenge for players, yet all three rely on players learning a skill in order to achieve higher scores. For a successful hypercasual game to stick, that mechanic must scale.  

Scaling requires that the mechanic, environment or context to gradually increase in difficulty, whilst also increasing the score received. In some cases scale pushes the mechanic, making it harder to proceed. Conversely, in other cases the mechanic doesn’t grow harder but the board or level becomes more complex – i.e. players have to think harder, think deeper or plan further ahead in order to succeed. Scores are necessary so players can compete with themselves (as well as others), so developers have to make sure scores are front and center of the user experience.

Scaling usually makes the games harder with time in order to reduce the likelihood of a truly endless game. If a game were endless they usually are no longer fun because the threat of losing or progression from winning are lessened. If a game ends up heading down either of these tracks, the developer in question must meet it head on and develop features that end players sessions more quickly.

The Path to 100 Million Downloads: How Hypercasual Mobile Games Are Rewriting the Game Design Rulebook

Timberman is one of the better examples of how a developer has learned to scale the mechanic through the use of a timer bar. The more the Timberman chops, the more the bar fills, but take too long and the bar will run out and the player will reach the end. The rate at which the bar drops also speeds up the more the player chops, meaning the best players get so good at the mechanic they don’t make any mistakes whatsoever but are still beaten by that damn bar! 

I’ve actually been present when some scores over 700 have been placed, which makes for some seriously intense thumb tapping. As such, it’s important games in this genre increase pressure overtime, but don’t punish great players just because they are doing well.  User Testing is invaluable here.

Hypercasual mechanic scale pressure in three main ways:

  • Increasing the speed of the mechanic itself
  • Changing the environment the mechanic is present
  • Adding a competitive human element that adds variance to the play

A natural cadence of around one to two minutes of gameplay allows people to experience the mechanic in a safe space for 20-30 seconds before gradually increasing the pressure and forcing players to concentrate. The level of concentration can be immensely high and keeping a player fully engaged for as long as possible is the kind of rush every developer should be looking to master. Games that don’t find the balance, however, will be greeted with players who think gameplay is either too tough or, perhaps even more harshly, too boring. Getting on top of this progression, is the key to designing a game that hits 100 million downloads.

Monetising the mechanic

One very important fact to note: The only viable business model for hypercasual games so far is advertising. While there may also be opportunities to sell user data such as location or activity to various data companies, the simplicity of the mechanics make IAP irrelevant.

Here at Mobile Free To Play we’ve written articles aplenty on how video ads can be a viable business model to grow a company, but hypercasual games are where they excel. The sheer scale of downloads coupled with the short round times and repeatable gameplay mean that players can view multiple ads per session and multiple sessions per day.

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Also of note, people often think that hypercasual games have very poor retention. Let me state right here and now, this is a complete myth.  Many hypercasual games can have extremely high 1-7 day retention – 60 percent or more is not unknown for day one (D1). It’s true that they do suffer from D30 onwards, but they can more than make up for this in the number of sessions and stickiness in the short term.  

The monetisation model relies on a smash and grab ad philosophy, which means that developers attempt to ensure all users see at least one ad a session, with more ads popping up after every game loop. In this way, every app start becomes a new opportunity to push players into more hypercasual games. This might lead to less engagement in a single app, but developers can see a much larger network growth when measured across all apps.  

The conclusion is, each hypercasual app becomes another opportunity to place another add, so the more successful hypercasual apps you have out there, the better. At the time of writing (January, 2018) the number of apps each publisher/developer had live on the Store.

  • Ketchapp – 154 apps
  • Voodoo – 15 apps
  • Gram Games – 8 apps

Not all developers have the luxury of such a large network of apps or users, but it’s possible to use their tricks to maximise your ROI. One crafty trick of the hypercasual publishers is the on what I call the ‘app start ad’ – or the single advert that shows before the game even takes place. It may feel very aggressive, but it guarantees at least one ad view per session, which can add up on the bottom line. Players have come to expect that these casual expeiences are powered via ad revenue and so long as you provide an IAP to stop the advertising, I think it’s fair to subjegate players to a higher volume of ads.

Marketing Hypercasual Games

It’s important to note that mobile gaming is as much about marketing as it is game design. One of the main reasons for the rise of hypercasual is its incredibly low CPI costs and high CTR from ads.  

This is due to the sheer simplicity of the gameplay, enabling a 10-20 second ad to communicate the entire game to the player, means more people are convinced of enjoying the game by watching the ad.  This leads to a very high CTR (Click-thru-rate) and IR (Install Rate) as they know what they are getting.  The best ads show off the gameplay directly and don’t need fancy soundtracks or 3D models. Getting your Ads and game to market and testing the response rate is almost as important as developing the game.  The market decides which hypercasual games will succeed.  

The market has become overly saturated recently and thus a common art style has been established.  Clean and simple vector graphics – usually with strong and bold tones – stand out and help players make quick decisions on whether they will like the game. Sticking within this style can help people decide without even playing your game, what type of game it will be.  Again the clearer your game is for a consumer, the more likely they are to impulsively decide if they want to play your game. 

Loyalty hard to come by with HyperCasual gaming, with players quickly picking up and deleting titles every day.  Make sure that players can remember your game name and that this closely represents your core mechanic; Ballz, Dunk!, and Piano Tiles are great examples.  

By maintaining a simple theme, name and mechanic you provide the broadest audience appeal.  Hypercasual titles can drive upto 10x the number of downloads for similar budgets as RPG or Strategy Releases.  They may not command the same Lifetime Value (LTV), but they can still get into the charts. This in turn leads to a greater number of organic downloads lowering the eCPI even further, completing the virtuous game marketing circle. The sheer scale that can be achieved by modern marketing networks means that if done correctly and with budget spent in the right way, games can skyrockets, doing over a million download per day worldwide.
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Conclusion

Designing hypercasual games can initially seem very simple, but creating success is as much an artform as developing a strong economy or deep narrative.  

Unlike other genres, success can rely much more on the market and whatever craze is sweeping the collective conscious that week.  Ensuring your game is as clear and easy to understnad for a user can make all the difference. When prototyping mechanics, decide which genre you fall into.  Focus on simplicity and timing but remember to use a high score to drive a competitive goal for all players. There is no perfect mechanic, nor perfect style, but the simplicity of the gameplay allows you to be fast and nimble in your development.  Set yourself strict timelines to releasing concepts and let the market decide

Making money from the genre requires a serious investment in a large variety of ad partners and understanding of the ad monetization model. The sheer scale of the games can make huge revenue via ads, but the fickle nature of the market mean unless you thought about your integrations early on, you might miss a lot of revenue. If you keep it simple, create an innovative twist on a simple mechanic and the market likes your brand – then who knows, you might reach the lofty heights of an eight-figure app store success!