![]() ![]() How to design a hyper casual swerve game: create a game where the character is always going forward and add obstacles. Also, swerve games don’t have additional rewards (coins, carrots, etc.) and don’t have a character upgrades. In swerve games the player loses after first hit, while in agility games the player must hit the obstacles for a few time to get caught by the pursuer. ![]() The difference between swerve and agility games is in the price of the mistake. ![]() In Tetris the player can’t undo a bad placed figure, and in Sokoban-like games he can’t pull the barrel away from the wall. There is no hand-eye coordination required, the player has a few seconds to think and react, but the consequences of his actions are temporary. The basic game mechanic is to fit something into bigger something, like Tetris. Puzzles for Android and iOS make players think fast and plan next moves carefully. Here’s example - arkanoid where the player must score a goal with pluck and after each goal the gates are getting narrower. The player loses only if he misses the timing completely. How to use timing: design a game where in order to win the player must tap or hit something in correct time. If the player misses the correct timing, he won’t lose, but still won’t get closer to victory. The player must beat off the ball with the platform he controls and hit the bricks above. In hyper casual games timing is used mainly with arkanoid or breakout games. In hyper casual agility is used while making the player to choose between collecting coins and dodging bullets. Agility game mechanics - die for a coinĪgility in games is an ability of hand-eye coordination or an ability to quickly take the best decision. The game is over only when the player fails to use a certain gameplay mechanic in time.Īnd now we can talk about 10 most popular gameplay mechanics for hyper casual games. To sum the things up: the player always starts on the same spot with the same abilities. īy these common game mechanics you can remember the last hyper casual mobile game you played. The character is always running, there is something chasing the character or there is a “Game Over” timer. The fifth thing is that the player can’t take the time to think. the players were saving princess Peach, but in hyper casual games they are just rushing for the highest score or to unlock a new skin. The fourth common thing is that there is no final goal. The third common mechanic is that the difficulty is constant and the player often can’t make gameplay easier by collecting items, buying power ups or leveling up the character. ![]()
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