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1 min read
#Data & Analytics

Sub-Genre Snapshot: Hyper-Casual Games

We break down the top KPIs that Hyper-Casual developers should be aiming for, and reveal a few of the rising superstars that entered the market in 2020.
CPI or CTR image cover
4 min read
#Ads & Monetization

CPI or CTR? How to Best Measure Your Game’s Marketability

Editor’s note: This article was originally published by Sara De Vries, Content Creator at Coda. You can find the original article here. When it comes to understanding the potential success of your prototype, market testing is the best way to accurately measure a user’s reception to your game. Most rapid market testing is conducted on social media platforms such as Instagram and Facebook, as they allow you to test the marketability of your game in both an economic and efficient way. The types of campaigns or tests on these platforms can range from tracking traffic to engagement, and from them you can calculate important KPIs such as Click-through-rate (CTR) and Cost-per-install (CPI). A CPI or a CTR test are two different types of tests and both have pros and cons worth considering for your particular stage of development. Keep reading...
6 min read
#ASO

How To Optimize Mobile Games for the App Stores

Editor’s note: This article was originally published by TapNation. Make sure to check out their version here. The question of how people find your content is a tale as old as the internet. Having the best story or the most innovative gameplay means very little if no one can find it, never mind play it. Which is why ASO (App Store Optimization) is so important. It plays a crucial role when publishing your game. And it isn’t as time-consuming or complicated as you may think. At TapNation, we help make sure new players find your hyper-casual games by using the best ASO techniques and most effective marketing strategies. If you have great intuitive gameplay, we want to make sure everyone in the world is playing it. But if you’re just looking for some simple advice to get you started, well...
Homa games cover
7 min read
#Game Deconstructions

Arcade Idle: A New Hyper-Casual Genre Enters the Game

In the last few years, the Hyper-casual genre has established itself as one of the fastest-growing game categories on the app stores, not only in the number of downloads but also in the quantity, variety, and originality of new products. Beginning as a subgenre of casual, Hyper-casual has consolidated as a category in its own right and started accommodating subcategories like ultra-casual, idle, mergers, and so on. Some of these subgenres have become classics, but we can see a new genre emerge in the Hyper-casual scene from time to time. Constant testing and iteration lead to permanent game upgrading and improvement, translating into new, different games and hybrid genres. This was the case for Farm Land, developed by studio LolTap: Homa Games’ latest release and member of the new Arcade Idle category. The process began in late 2020 with the...
7 min read
#Game Deconstructions

How Game Worthy Hit a 66-Minute Average Playtime With City Takeover

Editors note: This article was written by the publishing team at Voodoo. You can check out the original version here.  How do you take a strategy-based, connect & conquer style game, and transform it into a successful hyper-casual hit? Game Worthy, a Vancouver-based studio composed of programmer Kaue and game artist Fred, managed to do just this with their latest game, City Takeover. Hitting outstanding KPIs and entering the top 100 iOS US immediately upon its release, this game is nonetheless very different from other games in the genre. It demands a bit more thought, concentration, and strategy… in other words, it’s more difficult than your typical hyper-casual game. Read on to find out how Game Worthy, teaming up with Voodoo, managed to transform one of their favorite childhood games into a hyper-casual hit. Ideation & inspiration Here at Voodoo, we...
6 min read
#Guides

Picking a Backend – Why It’s Vital, and How to Pick One

That’s a fairly obvious statement. Lavish visuals and meticulous game design are nothing without the likes of quality code and robust AI. But there’s another layer that sits behind everything else that’s equally important – particularly in the era of games as live entities. Simply put, you absolutely need a quality backend for any connected game to thrive. That’s true whether you have online multiplayer to consider, a connected user community to serve, or the likes of seasonal events and updates to consider. Equally, an intuitive backend can both accelerate and optimize your game development workflows, making the likes of achievements and social integration, leaderboard implementation, or in-game currency creation a trivial task. If any of those factors are part of your game, a backend is arguably as important as your chosen engine. Can I make my own backend? It...
4 min read
#Strategies

5 Techniques to Supercharge Your Ideation

Editor’s note: This article was originally written by Sara De Vries, Content Creator at Coda Games. You can find the original here.  In hyper-casual gaming, coming up with the next hit game idea can be one of the most challenging parts of game development. Choosing the right game idea is crucial to avoid losing time and money spent building an unsuccessful game. So what exactly is the best method for game ideation in hyper-casual and how can you start implementing it today? Luckily, we sat down with our gaming experts here at Coda to understand the best methods developers can utilize in the initial ideation phase to help increase their chances of success in publishing. 1. Monitor Trends One misconception when it comes to game ideation in hyper-casual is that your game idea needs to be entirely brand new. This...
7 min read
#Guides

Access All Areas: How to Make Your Game More Accessible

As developers, accessibility is often one of the last things we think about – that’s if we think about it at all. Which is a shame, because we could be alienating a huge group of players. The good news is that making a mobile game more accessible really isn’t difficult. Hang on – what’s accessibility? Before we get into the details, let’s talk about what accessibility actually means for developers. It’s about designing apps that all people can easily use, regardless of whether or not they have a disability. So that’s things like including subtitles for the deaf or hard of hearing, or adding options for people who are visually or cognitively impaired (among other things). Simple, right? And when you look at it like this, it’s a bit of a no-brainer. Why wouldn’t you want the widest range of people...
5 min read
#Data & Analytics

How to Improve Your Game KPIs and Boost Revenue – Lessons From Bubble Sort

Editor’s note: This article was originally published by Kinsey Dardanus, publishing expert at TapNation. You can find their version here. Bubble Sort is a worldwide leading puzzle-game, on both Android and iOS, totaling more than 15 million players across the world. We originally launched this game on December 19th 2019, and since then we’ve been at the top for a whole month. But what’s the secret sauce behind this game’s success? The short answer: deep player behavior analysis, and lots of level difficulty improvements. But there’s much more to it than just that. At TapNation, our data scientists and engineers have developed tools and algorithms to monitor, analyze and test our gameplay and difficulty curves in order to improve our KPIs. And in this blog, we’ll give you a sneak peek behind the curtain, and share some of the techniques...
5 min read
#Data & Analytics

Making Better Game Decisions with Feedback Testing

You might be familiar with the concept of split testing. Also known as A/B testing, split testing compares different versions of your assets to see how each performs with your players. At the conclusion of your test, you adopt the variant that showed the best response. Split testing is a critical part of the game development process. It’s pretty much baked into any user acquisition campaign, with ad creatives and app store assets quick and easy to A/B test. But a traditional split test’s quantitative data can only tell you so much. And this kind of testing is only possible once the game is up and running. That’s why feedback testing is so important. It provides qualitative data to show you the why behind what is and isn’t working. What is feedback testing? Feedback testing is essentially surveying players to...
Cover image for Joypac UA
3 min read
#Data & Analytics

Top UA Tips for Testing New Hyper-Casual Games 

When you’re developing a hyper-casual game, it’s not enough to just publish it and hope it takes off. You need to do extensive, iterative testing to get an indication of the best possible UA performance as well as in-game metrics.  So where to start? Here are our top tips for maxing out your metrics: Know what you’re testing for and what KPIs you’re looking at Vague testing methods will only get you vague results. The first thing to decide on is what the purpose of your test is. Are you running a marketability test? Exploring a game concept? Or are you testing creatives? Once you’ve decided what question you’re trying to answer, be clear on what KPIs you’re going to measure with. Is it the CPI? IPM? CTR? Retention? You need to know all of these before you start testing....
Voodoo Lumbercraft image
6 min read
#Game Deconstructions

How Noor Games reached a D1 Retention of 62% with the Game Lumbercraft

Editor’s note: This article was originally published by Voodoo. You read the original version here.  Lumbercraft, the hit game by the studio Noor Games, is not a typical hyper-casual game. With a successful fusion of a core hyper-casual game mechanic and more casual objectives, Lumbercraft is a great example of innovating in the hyper-casual sphere and exploring the possibilities when thinking of the up-and-coming hybrid-casual space. Let’s take a look at the studio behind the game, the game mechanics, and some key takeaways from the development process. Noor Games are a 5-person studio from Armenia and have been working with Voodoo for over a year, regularly tuning in to our live streams and keeping up to date with our resources for studios looking to create hit hyper-casual games. Thanks to their hard work and commitment in the hyper-casual sphere, their prototypes have...
Journey signposting image
6 min read
#Game Design

5 Simple Ways to use Level Design to Improve Player Experience

Games have a great deal to learn from the likes of architecture, town planning, and even the layout of theme parks. That’s especially true when it comes to level design. A 3D adventure game, for example, is a space designed to be moved through; just as is the case with a city centre or a Disney resort. Head to Walt Disney World in Florida, and Space Mountain stands out from its surroundings, visible from multiple vantage points. That’s entirely deliberate. Its vertical height contrasts sharply with its environment, drawing the visitor’s eye. And yet most of the park’s paths to Space Mountain are indirect, taking looping, curving routes. The idea is that visitors are never told where to go. Instead, Space Mountain’s constant presence gently pulls people towards it. Those winding paths, meanwhile, give a sense of exploration and discovery....