./make all

My Approach to Hyper Casual Games


I’ve been working on hyper casual games for a while now and if there’s one thing I’ve learned, it’s this: simplicity wins. There’s something incredibly satisfying about creating a game that someone can pick up and enjoy within seconds. No tutorials, no clutter, just pure, instant fun.

When I start building a hyper casual game, my main goal is always to make something lightweight and intuitive. I try to imagine someone waiting for a coffee or stuck on a train. How do I give them a quick dose of dopamine with minimal friction? That’s the mindset I carry into every project.

One thing I always prioritize is offline-first gameplay. In real life, people often don’t have stable connections, whether they’re traveling, commuting, or just in a spotty Wi-Fi zone. I want my games to be there for them in those moments, which means making sure they work seamlessly without needing to be online. It’s a small touch that makes a big difference and helps broaden your reach as a developer.

I’ve learned, sometimes the hard way, to avoid overcomplicating things. Features like leaderboards, social sharing, or downloadable skins might sound exciting and they definitely have their place in other genres, but for hyper casual games, they often do more harm than good. I’ve found that these additions can slow down development, distract from the core gameplay loop, and frustrate players who just want to jump in and play. Now I focus on nailing that one simple mechanic, giving it a clear goal, and layering in just enough progression to keep players coming back.

Most of the games I work on follow a pretty tight timeline, usually about four to six weeks from idea to launch. That means rapid prototyping, quick testing, and fast iteration. I’ve come to rely on a few key metrics to gauge early success. For me, Day 1 retention around 40 percent, Day 7 retention closer to 15 percent, and Day 30 retention around 5 percent are good benchmarks to aim for. And if I can hit around 100,000 daily active users, that’s usually a very promising sign.

As for monetization, I try to keep it simple and player-friendly. I don’t like using interstitial ads too much since they tend to break the flow and push players away. Instead, I rely on banner ads and occasionally include a rewarded video option, especially if it feels like a natural fit. I also usually offer a one-time purchase to remove ads completely for those who want an uninterrupted experience.

Marketing-wise, I aim to keep acquisition costs as low as possible. Social media, word of mouth, and building a small but loyal community have worked better for me than spending heavily on ads. Having a good reputation as a studio or even just as an individual dev really helps too, especially in a space where first impressions matter a lot.

At the end of the day, what keeps me excited about hyper casual development is how accessible and playful it is. There’s an art to making something this simple feel rewarding and when you get it right, it’s incredibly gratifying.

If you’re diving into this genre, my advice is to keep it lean, stay player-first, and never underestimate the power of a clever, clean game loop. Simplicity isn’t a limitation. It’s the secret sauce.