In this article, we will have a look at the top 13 game mechanics of hyper-casual games.
To develop a successful hyper-casual game, it is essential that you keep the game short, simple, and satisfying!
You can combine and use various hyper-casual game mechanics to make an exciting game while keeping it short and simple. However, it is necessary that you have a detailed knowledge of these mechanics to experiment and combine them to create your ultimate hyper-casual game.
13 Best Hyper-Casual Game Mechanics in 2021
Let’s have a look at the top 13 mechanics for the hyper-casual games that you can explore and experiment with.
This mechanic works based on gravity. An object will either rise or fall in the game, and the user has to help facilitate the process. The user will either control the object, or they will control the surrounding. To add difficulty, speed can be increased, more obstacles can be added, or the fall/rise gap can be shrunk.
The mechanic works as the player taps on the screen. The player or the object may jump by this action. The objective is to make the user touch the screen as frequently as possible. The difficulty can be raised by increasing the speed or by asking the player to tap at an accurate point.
This one is often confused with the timing games, however, this is a completely different mechanic. The users have to keep their fingers on the screen to help the object move forward. Once they have pressed the object, it will start moving/jumping, and now the user has to move the finger across to move the object. To add difficulty, the speed can be increased, or the landing spaces can be shrunk.
This game aims to find similar objects and merge them to form new and improved objects. The users have to find similar objects as they cannot merge objects that are different. There can be a race to see who merges the objects faster to increase the game’s fun. Or the game can be based on earning scores when they merge the objects. Difficulty can be added by adding objects that look very similar and have just a minor difference.
This mechanic works based on balance. The mechanic will allow the users to stack objects. The object will either fall in which the user will have to move it to stack the object in the center, or the object may float from left to right, and the user will have to click on the right time so that the object is at the center. Difficulty can be added by increasing the falling objects’ speed, and in the left to right one, the part that doesn’t fill in the center can be cut out to make the center smaller.
The player just has to turn the object left and right. The object can be a moving vehicle that the player has to turn left and right along the road. The controls can be either just a tap or a swipe based on the size of the turn. The more the user can see the coming road, the more they have the time to prepare themselves, and so, you have to carefully think about the camera angle. Difficulty can be added by adding more obstacles and sharper turns.
In Growing mechanic, the player will grow the object that they are controlling by absorbing other objects. The snake game is a classic example of the same. The snake will grow as it absorbs the dots, and gradually, the snake’s speed will also increase. This is a simple and viable mechanic. Difficulty can be added by using more obstacles or by increasing the gameplay’s speed.
Often confused with the turning mechanics, the swerving mechanics is about keeping your finger on the screen and then turning the sliding object throughout the track. The track will also change its altitude, and the key is where to skid in the next turn, or if the object will fly off the track or not.
9. Idle Mechanics
In Idle Mechanics, the player will be idle most of the time. This mechanics does not require the player’s input to progress in the game. The game will involve some business like a zoo, in which the zoo will work on itself, however, the player can use the money earned by the zoo to upgrade everything to earn more. The concept of earning more money and spending it to grow works effectively and provides a casual gaming experience.
The player in this mechanism will focus on collecting the objects to grow, and the mechanics will work against the player and will keep on decreasing its size. There will be various holes and gaps in the track that will decrease the size of the player. The game will stop if the player’s size is reduced to zero.
The objective here is to push other players, objects, and structures out of the track before they push you out. If the player is left alone on the track after they push other players/objects/structures out of the track, they will win the game. Increasing the number of players and objects on the track will increase the difficulty.
12. Puzzle Mechanics
Puzzle games are also a sub-genre in Hyper-casual Games. The player’s objective is to place the objects in the right place, paint over the place, or customize the place. There will be a limited number of strokes that the player can perform. The difficulty will be raised by increasing the actions that the player has to perform and increasing the need to think more carefully.
The player has to remove the obstacles that are placed in the path of the character, object, or flow. When the obstacles are removed or the pieces are turned in the right direction, it will create a clear path for the character, object, or flow to pass through. You can either give the player the control to remove the obstacles or provide the user with total control of the level.
Hyper-casual games usually use 1-4 mechanics. The main point here is to experiment and use these mechanics in a unique way, and still keep the game simple. Explore and manipulate the mechanics to develop the best gameplay for your game.
If you are looking for a game development company that can help you in implementing these mechanics into your game or to develop a hyper-casual game from scratch, you can contact us.