From an Indie Game to Hypercasual Success - Can Any Game Go Hyper?
summary
CrazyLabs describes a fast, data-led pipeline: concept to worldwide launch in four to six weeks, early tests in one to two weeks using the Click dashboard, and clear KPIs (initial CPI ≈ $0.11, D1 retention ~43% on Shallow Fish). An indie endless prototype from Vidroid is converted into a level‑based hypercasual hit by applying four steps—clarify, simplify, optimize, monetize—reducing UI noise, tuning fail‑rates and onboarding, adding monetization, and then scaling successfully.
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chapters (30)
- 0:00Intro
- 0:30Who am I
- 0:59Agenda
- 1:45Crazy Labs
- 3:28Data
- 4:55Publishing Process
- 6:44What Kind of Games Can Go Hyper
- 7:36Hyper Casual is Growing
- 8:21Can We Make This a Hyper Casual Game
- 9:15Why Add More Content
- 10:12Summary
- 10:41Shallow Fish
- 11:39Cpi Test
- 12:33Level Based
- 13:17Onboarding
- 15:53Case Study Shallow Fish
- 16:49Crazy Hubs
- 17:17Hubs Expansion
- 17:32Bootcamps
- 18:07Conclusion
- 18:20Questions
- 18:33How do you test the feasibility of the games
- 19:41Is the CTA still effective
- 20:51Is there a danger of cancelling the project too early
- 22:27How do you interact with the devs
- 23:17Overview of the space
- 24:39Can you use the core of a game as Hypercasual
- 26:16What is typical D1D7 retention
- 27:31Do hyper casual art style need more localization
- 28:12How long should the tutorial of a hyper casual game be
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