The Hyper-Casual game industry has needed more improvement and the industry needs more developers for the latest gaming practice to remain a competition between brands and quality. Many studios are working to tackle errors and making games without any Omit or Errors
When the developers worked on this type of game, they need to know about the errors and make his self to very careful and avoid their work from errors.
The most common errors and their solutions are the following:
1. Getting the difficulty of levels wrong
Hyper-casual games are known as very easy to play. Its levels make it very easy for the player to play every level very easy. The common mistake that makes the developer is to design their level road map and create difficulties in their initial step is very wrong. Casual game ideas are too different from hyper-casual games. Making early level difficulties create a problem for your main audience. On the other side, making easy levels badly affects the retention problem
The first level of the game should be easy for the player and very close to success. It makes sense to the user that he play within ten seconds with increasing of the levels difficulties are created step by step.
2. Confusing or missing onboarding:
The casual game design makes in such a way that any user can pick up and understand within ten seconds Alternatively if the developer makes it confusing or missing onboarding it can create detrimental effects on the ability of the developer and nature of the game. The user didn’t like the game.
When you design your hyper-casual games then we try to make it simple Rather than long text you should be use symbols and game haptics which are used mostly in good casual games because the long text creates localisation issues.
3. Failing to test your prototype early on:
One more most common error made by developers made mistake in creating the initial prototype is failing to test their game early in the piece. In the current era, the maker set up a market test for a game with gameplay video, even the game is uncompleted.
The initial market test will increase the development of your prototype and it can create massive online visibility and ability of your game. By taking such steps you have the information about your next step because it can give you feedback on whether you test again or it proved to e a good game for casual gamers.
4. Creating games using unpopular gaming mechanics
If you like to use unpopular mechanics that no one used for the games your efforts to make your game successful is made only a dream. Like mobile game mechanics if u use current mechanics which are the current demand of the market then you will be successful.
We always prefer sensitive or smart work not very harder.
We recommended that always work smart and avoid from harder, and try to know about the demand of the market and there are many apps and sites for information. So try to take information first to collect information about trends then start your work on it because it’s too necessary.
5. Focusing on in-game features rather than core mechanics:
Sometimes many developers are creating heavy designs but less is really more in the context of Hyper-casual games. Many developers waste their precious time on extra features which are not very necessary for game designing. It affected badly the context of game success. These features.
We recommend for developers concentrate on the core mechanics of the game and don’t include or concentrate on the massive things which are not really necessary. Gameplay is very important for the success of the game.