How To Develop And Monetize Hyper Casual Mobile Games? - AppIndiaTech

How To Develop And Monetize Hyper Casual Mobile Game?

Players enjoy instant recompense in an incredibly casual game. Millions of downloads are the most common games which are classified among the leading applications. It’s now time for you to think of a weird game. The growth approach is very simple and the market is high.

Hyper casual mobile games have been an incredible trend in recent years. These games have a single mechanic and a basic guide. Users should feel fulfilled with the game. Games usually do not require a tutorial.

What Is Hyper Casual Mobile Games?

Hyper casual games are easy-to-play and typically accessible, the new and by far the most successful mobile gaming genre to have appeared so far. These games are mostly played during multitasking since they take very little time and effort. That is also why some games have extremely minimalist user interfaces, these game’s intuitive controls are easy to understand and ensure sustained interaction and long-term retention of users. 

In simple language, Hyper Casual Games are lightweight games with simple mechanics and a ‘tap to play’ gameplay. They are infinitely replayable. thus, highly addictive and engaging.

Type Of Hyper Casual mobile Games Mechanics

1.puzzle mechanics

Puzzle mechanics games, one of the most common gaming genres in the app store, generate casual entertainment through mental challenges. A perfect example of puzzle mechanics is Tetris, one of the longest-running success stories in games. 

The player must change the forms to fit inside the wider image as fragments fall into place. When errors add up, as the room and time to change the puzzle pieces shrink. The gameplay gets increasingly more complicated.

2.Tap and Timing mechanics

The most popular hyper-casual game mechanics are tapping and timing. They are also the basis of many other mechanics. At exactly the right time, a game that uses just tap and timing mechanics depends on an accurate press. The highest score is given by the correct tap, and timing inaccuracies decrease the score. 

Some tap and timing games include tossing or hitting an entity. In these games, visual feedback is one of the most critical aspects. There should be a simple visual depiction of an imperfect tap and a visual reaction to a great tap that is extremely satisfactory.

3.Growing mechanics

One of the oldest and most rewarding game mechanics is rising. Games like Lowtech Studios’ begin with a tiny object that runs around to capture other items. Your character grows bigger and larger as you discover and consume more items. Multiple players are frequently interested in growth games, and the aim is to become the largest character.

4.Merging mechanics

Typically, in games using merger mechanisms, you combine or switch cells in a row or column to accomplish the goal of the game.

For instance, you swap pieces of candy between two cells in Candy Crush Saga to match three or four of the same type, removing those pieces. This is a user interface that is easy, yet addictive. 

The chain response of candy crushing sensations leads to a much more addictive sensation as the bits fall into place and more are removed. Often, when the pieces begin to work themselves into a winning spot, the individual is not even playing, just able to indulge their senses.

5.Rising and Falling Mechanics

The mechanics of rising and dropping include an entity continuously advancing through the game while facing multiple obstacles. Games like Rising Up by Serkan Özyılmaz typically take place in steps, but when the object increases or falls through the tiers, the nature of the obstacles varies.

6.Stacking Mechanics

By adding the influence of the prior taps to the advancement of the round, stacking mechanics take the tap/timing mechanic further. 

A good example of the previously stacked squares being the tower itself is the Tower Game. The tower itself shrinks, making it harder and lower for the next stack every time a player fails to get a great stack. 

Stacking mechanics offer more failure points for players, with each failure having a smaller effect than a Pure Tap game. They soften the sadness by motivating you to continue, but they maintain the effective graphic clarity of how the failure occurred.

7.Swerve Mechanics

To gain money or clear obstacles, swerve mechanics enable the player to move an item back and forth. In games such as city race and Simulation Games, the gameplay experience is somewhat similar to rising and falling mechanics, but swerve mechanics typically rely more on skillfully manipulating the screen than on clicking at the right time.

How To Monetize Your Hyper-Casual mobile Games?

Many ultra casual games can be downloaded for free and do not offer in-app purchases. In-app purchases are more appealing to dedicated gamers, but they are necessarily not a reasonable choice for casual games. It is still possible, however, to make a pleasant profit from your hyper casual game. 

Ads are the primary monetization tool for ultra casual smartphone games. Both banner and video advertising work well, and by buying a premium version of the app, you can offer the ability to turn off commercials. 

When there are normal delays in the game, you can screen advertisements. It is crucial not to disrupt the game flow, which would make the user interface even less fun and reduce the retention of players.

Let’s Quick Look About In-App Advertisement……

You can add three types of ads

1.banner ads

2.rewarded video ads

3.Interstitial ads

Even though in-app advertisements are the current and largest form of monetization, they have performed quietly without too much fanfare and have been confirmed. 

In-app advertising has grown as the leading revenue stream for hyper-casual games to overtake in-app sales. In fact, the majority line was crossed with 70 percent of revenue compared with the in-app revenues. 

If you are using an ad in the mobile app, the user experience would not be risked. Do not intrude into the experience that distracts the user interface and runs the risk of uninstalling too many pop-up advertising or ads.


These are the hardest types of hyper casual games to make, since they are usually very basic and existing elements which are special to the game. That’s because it’s really hard to develop a mechanic who doesn’t switch the game board over time into something too straightforward or complicated. Usually board games are a perfect place for tried-and-tested mechanics to choose ones that need only few rules, or you’ll lose your audience in the interpretation.

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