~/talk

What Makes a Game Hypercasual?

Talkat Pocket Gamer Connects London 2020 · 2020-01-20..01-21· [game-development]
links:none on file
slides:none on file

Kwalee lays out three measurable principles: mass appeal (aim for inoffensive, genderless visuals and CPI ~$0.50), bite-sized gameplay (simple, nuanced mechanics that boost sessions) and short-term stickiness (day‑1 retention ≈40% with a satisfying loop and light progression). Concrete tests: playable in portrait with one thumb, clear 3‑second adable moment, prototype on store for CPI/retention, examples include Drop and Smash, Plank, Looper and Draw It, and a repeatable model that drove Kwalee to become the fourth largest casual publisher on the US App Store.

AI-written summary · about

  1. 0:00Introduction to hyper casual
  2. 5:30Three principles defined
  3. 6:50Deep dive into principles
  4. 8:28Testing and validation
  5. 13:14Case study analysis
  6. 21:39Q&A and closing
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