![]() The camera pans down smoothly to provide a sense of height and then it tracks the dropped object without any sharp jolts to ensure the whole flow has a sense of increased gravitational pull over time. That idea alone was relatively simple to execute, but it was our focus on VFX and camera movement that made it the game it is today.Īs a result, Drop & Smash is all about the flow of the drop and the intricacies of the camera movement. Our best example of this comes from Drop & Smash, a game in which players drop various items from atop a tower to destroy objects below. This means that when it comes to applying polish to the game, barring of course significant bug fixes and other more fundamental challenges, most of your attention should go to those changes that will most improve the user experience. Polish Where It Most Improves the UXĪs already touched upon, hyper casual games are all about quick development and getting your ideas to market as soon as possible. There will almost certainly be ways to integrate the essence of this in an experience that still feels exciting and unique for players. Look at the games that inspire you and drill deeper to understand what it is that makes them so compelling. ![]() Our aim is always to create something that’s not been seen before, which in its simplest form can involve little more than twisting or combining existing mechanics. ![]() Of course it is crucial to play lots of chart-topping games for inspiration and to see what’s working in the market, which is something we spend a lot of time doing too, but straight clones are rarely the way to replicate that success. While some games you see in the charts may be exceptions to this, we find that the most successful hyper casual games tend to innovate in some way. Only once we had the timings down and the flow feeling smooth and satisfying did we have the confidence to start making fish assets. This means that you shouldn’t get caught up on polish and heavy art until you know the game feels perfect.įor instance, our game Go Fish! was a rendered line picking up squares for half of its development. Focus on Functionalityįollowing on from the above point, your priority should always be how the game feels to play. If not, you should be totally willing to scrap it and move on to the next great idea! This is why the ability to come up with a variety of game concepts, rather than getting stuck on just one, is such an important skill when it comes to hyper casual development. ![]() Play it on a mobile device as soon as possible and only move ahead with development if there’s something fun about it. Games and trends come and go, so it’s crucial to get your game idea prototyped quickly. Fail Fast!Īs players of hyper casual games will know, it’s an incredibly fast-moving space. These are the guiding principles that have served us well through the development of all our games, from Go Fish! to Shootout 3D, and we hope that the Buildbox community can learn from them for the hyper casual game jam and beyond! 1. However, when you’ve developed and published as many hyper casual hits as we have here at Kwalee, there are certain best practices that emerge and stand you in good stead for every new project. By Simon Platt, Head of Development at KwaleeĪs any developer will tell you, no two games are ever developed using the exact same process - and hyper casual is certainly no exception.
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