~/talk

From an Indie Game to Hypercasual Success - Can Any Game Go Hyper?

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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.

AI-written summary · about

  1. 0:00Intro
  2. 0:30Who am I
  3. 0:59Agenda
  4. 1:45Crazy Labs
  5. 3:28Data
  6. 4:55Publishing Process
  7. 6:44What Kind of Games Can Go Hyper
  8. 7:36Hyper Casual is Growing
  9. 8:21Can We Make This a Hyper Casual Game
  10. 9:15Why Add More Content
  11. 10:12Summary
  12. 10:41Shallow Fish
  13. 11:39Cpi Test
  14. 12:33Level Based
  15. 13:17Onboarding
  16. 15:53Case Study Shallow Fish
  17. 16:49Crazy Hubs
  18. 17:17Hubs Expansion
  19. 17:32Bootcamps
  20. 18:07Conclusion
  21. 18:20Questions
  22. 18:33How do you test the feasibility of the games
  23. 19:41Is the CTA still effective
  24. 20:51Is there a danger of cancelling the project too early
  25. 22:27How do you interact with the devs
  26. 23:17Overview of the space
  27. 24:39Can you use the core of a game as Hypercasual
  28. 26:16What is typical D1D7 retention
  29. 27:31Do hyper casual art style need more localization
  30. 28:12How long should the tutorial of a hyper casual game be
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