![]() ![]() It is absolutely voluntary for the player and perceived pretty positively by the player. This means that a player can receive some kind of bonus (skin, coins, etc.) or extra life to continue a game session after he/she watched video ads. The banners shouldn’t affect the user experience and can appear only in some situations: after the player beats the level, only on the main menu, etc. Let’s go through the main monetization formats for hyper casual games.Ī player sees the banner ads at the top or the bottom of the screen. But the main aspect here is based on the ads. Though at the same time, a new really fun mechanic created on their own that has never been seen before can bring huge success.ĭuring the existence of the genre, there were some monetization approaches formed. At some point, game makers may feel safer using the popular mechanics in their games. Of course, there are many more types of mechanics in the hyper casual genre. As there are a bunch of players on the same level where the bigger ones kill smaller characters to get even more huge and be the real king of the hill. ![]() The charm of this mechanic is revealed in multiplayer. This mechanic expects a player to control the direction of the character\object movement and eat objects within the level to get bigger. The player should tap right in time so the piece stops right on the peace under it. Usually, the player builds a column with the piece that goes from the sides on the top of the column and they cut it every time they stack not perfectly, so the next time the stacking place is smaller. Similar to the Timing mechanics, it is based on tap timing and accuracy. The player should avoid dangerous obstacles and different level barriers that usually hit the object instantly, so the gamer has to protect it as long as possible to get the best result. In this mechanic, a player focuses on object protection during its falling or rising up. As far as puzzle rules can be pretty strict and at the same time designer should think about replayability and the player’s progress. It might be the hardest mechanics to design. This mechanic requires logical thinking and planning from a player. Try Soccer Kick on App Store or Google Play. This mechanic is based on reaction and accuracy, the ideal timing tap brings the best result for a player. It doesn’t matter what action it’s going to be performed – movement, shot, etc. Games where a player should tap the screen within perfect timing. Well, not every particular second, but you got the point. Obviously, there are a bunch of different mechanics and creative minds developing new ones every single second. As far as hyper casual games use one mechanic as a basis, it needs to be fun and catchy inherently. ![]()
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