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The rise of Hyper-casual & takeaways
from Tap Tap Games
Founded in
2014
Huuuge Casino
$150M
Revenue
2017
350+
Employees
8
Offices
Billionaire Casino
hyper-casual
Publishing
Founded in
2018
11
Games
22
Employees
2
weeks / game
https://venturebeat.com/2018/06/10/hypercasual-is-mobile-gamings-new-dominant-force-as/
http://tabtale.com/blog_posts/tabtales-super-into-super-casual-games/
Source: https://www.slideshare.net/WNconf/itai-edry-tabtale
Frogger - 1981 Crossy Road Jungle Hunt - 1981 Swing - Ketchapp
Source: https://www.slideshare.net/WNconf/itai-edry-tabtale
Jungle Hunt - 1981 Swing - Ketchapp
built sustainable business on top of simple games at big scale
Frogger - 1981 Crossy Road
100M
70.2M
2017: - Make up 48% of all Arcade downloads
Source: http://blog.apptopia.com/voodoo-is-coming-for-ketchapps-throne
Source: http://blog.apptopia.com/voodoo-is-coming-for-ketchapps-throne
#1
#2
#7
#8
source: AppAnnie
https://uploads.strikinglycdn.com/files/a7ad09f5-4a58-4a3a-87fa-57ae2b601288/20180528%20Voodoo-GS%20MBD%20-%20ENGLISH.pdf
https://Appannie.com
https://www.inc.com/eliran-sapir/how-to-make-57000-a-day-in-the-app-store.html
http://www.euroinvestor.com/news/2016/09/27/ubisoft-entertainment-ubisoft-acquires-mobile-publisher-ketchapp/13456579#_ftn2
● >160 Games
● 700M downloads (2016)
● 23M downloads/month (2016)
● $57k/day Revenue from Fidget Spinner
● $600k Scream Go Hero in 2 months
● >40 Games
● 150M MAU (2017)
● 300M downloads (2017)
● 1bn downloads (2018)
https://lloydmelnick.com/2018/06/05/is-hypercasual-worth-the-450-million-that-zynga-and-goldman-sachs-just-spent/
2016, ~$30-40M (A) 2018, $200M (I) 2018, $250M (A)
1. Simple Controls:
2. Skills:
3. Session time:
4. Experience:
5. Business model:
6. Mass market potential:
Source: https://www.slideshare.net/WNconf/itai-edry-tabtale
Future of Hyper-Casual:
● Flat design to 3D / more detailed graphics
● Adding more depth into the game
● Adding more content
● Similar how arcade games evolved
● Adding IDLE layer into the games
● Following Video Games trends
● Every 3 months new trend; drawing games
(appealing to women), IDLE layers
More: Panel discussion - Predictions for Casual games - https://www.deconstructoroffun.com/blog/2018/1/9/prediction-for-2018-casual-games
3D
● Hyper-casual it the hottest sector in the gaming space, with deals valued at hundreds of
million
● Hyper-casual games have a single mechanic and a single goal, making them easy to
learn and play but hard to master
● Hyper-casual are fast to develop with relatively low human and development cost
● 70%+ monetised by ads and only rely on IAP to a minor extent.
● Hyper-casual games can acquire users on scale at extremely low CPIs. Instead of
addressing a niche audience, they go broad and appeal to the masses.
● Ad-funded games have biggest share of revenues in first days when users are most
active. Games focused on IAP monetise users after couple of days; makes most of their
money after long time. Developer can reinvest money into marketing faster.
● Users continue to have a great appetite for new games, so ideally you have the next title
ready before they finish the last one.
- Study Top Games using spreadsheet - what qualities do they have:
- Average time or length of the session
- Online / offline
- Single/Multiplayer
- Core mechanic description
- Goal (=finish all levels) /Fail (=hit obstacle/wall/…)
- Special (=unlock balls & platform skins for coins,...)
- Improvement suggestions
- Review Top Chart games (what works what doesn’t)
- Check App Store game recommendations
Unique Selling Point
(Same Proven Gameplay;
Different Design/Graphics)
You are selling screenshot/short video to your users
Dunk Shot - Ketchapp Kitty Jump - Tap Tap Games
Concept
Pre-
production
Production
Soft
Launch
Operation
Launch
- Shorten the Process & Go to Market fast
- Test game during soft launch and then to
- Give yourself deadline & stick to it (e.g. 2 weeks/2 months/... per
game)
- MVP but less features;
- Work on framework to kill game ideas at hyper-speed
- Launch and test as many games as possible (market will verify
which games it likes)
The game loop is essentially the very heartbeat of your game. It is a series or chain of actions that is repeated over and
over as the primary flow your players experience.
Play / Earn diamonds / Replay to earn more coins to unlock new game themes.
https://risinghighacademy.com/what-is-a-core-loop-in-a-mobile-game/
The game loop is essentially the very heartbeat of your game. It is a series or chain of actions that is repeated over and
over as the primary flow your players experience.
Play / Earn diamonds / Replay to earn more coins to unlock new game themes.
https://risinghighacademy.com/what-is-a-core-loop-in-a-mobile-game/
https://mobilefreetoplay.com/path-100-million-downloads-hypercasual-mobile-games-rewriting-game-design-rulebook/
- snackability – short
sessions which could be
repeated – as this will create
loops.
- relaxing - to avoid stress.
- user has no negative
reactions at the end of the
game (=get into the loop
again)
- not punitive / frustrating
- users should have good
time
Same Theme - Different look KISS - Selling screenshot/Describable
https://www.slideshare.net/WNconf/itai-edry-tabtale
UA in US on soft launch, test if CPI below <$0.50
Go for volume, target App Installs only
Facebook and Google largest traffic sources
● Retention
○ D1 >= 40%
● % of DAU watching video ads
○ If low then improve your implementation (correct your message, change
reward value, not interrupt gameplay,…)
○ From Unity ads - (20% have up to 20%, 51% have 20%-50%, 27% have
50%-80%, successful games have 45%+)
● Ads per watcher
○ Try to improve from 1 to 2-3+ to increase revenue
○ From Unity ads - on average 2.7; most successful games try to achieve 3-4
https://www.youtube.com/watch?v=3bwTPzdtGtk
Eric Seufert - “Freemium Economics: Leveraging
Analytics and User Segmentation
to Drive Revenue“
● Hyper-casual games - short sessions, hyper-casual style - most
wanted and fast decision process
● Prototype build or already published game
● Experience with implementing external SDKs (Appsflyer, Ad
Networks)
● For published games >=40% D1 retention
Business
- Clear agreement and long-term cooperation
- Quick decision after basic game test
Product
- Core loop improvements
- UX/UI/tech/
- Having our own guidelines also improves studio Production cycle
Distribution
- Distribution in specific markets
- Submission / ASO / SEO optimization / Cross-promotion with other titles in portfolio / Store
campaign - road to featuring / Social media campaigns / ….
User Acquisition
- Marketing support from the largest mobile acquisition team in Europe
- 50 people consisting of media buyers, analysts and marketing creative designers
Monetization
- Very deep knowledge of every ad network due to direct relationships
- Help you optimize impressions, CPMs, ad formats and maximize ad revenue
Analytics
- Support in understanding users & optimizing the game
- In-house analysts dedicated to ad optimization
- Understanding key metrics
- Improve game retention, revenue & viral growth
https://taptap.games
Łukasz Miądowicz, Huuuge Ambassador; Indie Developers relations
lukasz.miadowicz@huuugegames.com

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The rise of Hyper-casual & takeaways from Tap Tap Games

  • 1. The rise of Hyper-casual & takeaways from Tap Tap Games
  • 3.
  • 4.
  • 7.
  • 10. Source: https://www.slideshare.net/WNconf/itai-edry-tabtale Frogger - 1981 Crossy Road Jungle Hunt - 1981 Swing - Ketchapp
  • 11. Source: https://www.slideshare.net/WNconf/itai-edry-tabtale Jungle Hunt - 1981 Swing - Ketchapp built sustainable business on top of simple games at big scale Frogger - 1981 Crossy Road
  • 12. 100M
  • 13. 70.2M
  • 14.
  • 15. 2017: - Make up 48% of all Arcade downloads Source: http://blog.apptopia.com/voodoo-is-coming-for-ketchapps-throne
  • 20. 1. Simple Controls: 2. Skills: 3. Session time: 4. Experience: 5. Business model: 6. Mass market potential: Source: https://www.slideshare.net/WNconf/itai-edry-tabtale
  • 21. Future of Hyper-Casual: ● Flat design to 3D / more detailed graphics ● Adding more depth into the game ● Adding more content ● Similar how arcade games evolved ● Adding IDLE layer into the games ● Following Video Games trends ● Every 3 months new trend; drawing games (appealing to women), IDLE layers More: Panel discussion - Predictions for Casual games - https://www.deconstructoroffun.com/blog/2018/1/9/prediction-for-2018-casual-games 3D
  • 22. ● Hyper-casual it the hottest sector in the gaming space, with deals valued at hundreds of million ● Hyper-casual games have a single mechanic and a single goal, making them easy to learn and play but hard to master ● Hyper-casual are fast to develop with relatively low human and development cost ● 70%+ monetised by ads and only rely on IAP to a minor extent.
  • 23. ● Hyper-casual games can acquire users on scale at extremely low CPIs. Instead of addressing a niche audience, they go broad and appeal to the masses. ● Ad-funded games have biggest share of revenues in first days when users are most active. Games focused on IAP monetise users after couple of days; makes most of their money after long time. Developer can reinvest money into marketing faster. ● Users continue to have a great appetite for new games, so ideally you have the next title ready before they finish the last one.
  • 24. - Study Top Games using spreadsheet - what qualities do they have: - Average time or length of the session - Online / offline - Single/Multiplayer - Core mechanic description - Goal (=finish all levels) /Fail (=hit obstacle/wall/…) - Special (=unlock balls & platform skins for coins,...) - Improvement suggestions - Review Top Chart games (what works what doesn’t) - Check App Store game recommendations
  • 25. Unique Selling Point (Same Proven Gameplay; Different Design/Graphics) You are selling screenshot/short video to your users Dunk Shot - Ketchapp Kitty Jump - Tap Tap Games
  • 26. Concept Pre- production Production Soft Launch Operation Launch - Shorten the Process & Go to Market fast - Test game during soft launch and then to - Give yourself deadline & stick to it (e.g. 2 weeks/2 months/... per game) - MVP but less features; - Work on framework to kill game ideas at hyper-speed - Launch and test as many games as possible (market will verify which games it likes)
  • 27. The game loop is essentially the very heartbeat of your game. It is a series or chain of actions that is repeated over and over as the primary flow your players experience. Play / Earn diamonds / Replay to earn more coins to unlock new game themes. https://risinghighacademy.com/what-is-a-core-loop-in-a-mobile-game/
  • 28. The game loop is essentially the very heartbeat of your game. It is a series or chain of actions that is repeated over and over as the primary flow your players experience. Play / Earn diamonds / Replay to earn more coins to unlock new game themes. https://risinghighacademy.com/what-is-a-core-loop-in-a-mobile-game/ https://mobilefreetoplay.com/path-100-million-downloads-hypercasual-mobile-games-rewriting-game-design-rulebook/ - snackability – short sessions which could be repeated – as this will create loops. - relaxing - to avoid stress. - user has no negative reactions at the end of the game (=get into the loop again) - not punitive / frustrating - users should have good time
  • 29. Same Theme - Different look KISS - Selling screenshot/Describable https://www.slideshare.net/WNconf/itai-edry-tabtale
  • 30. UA in US on soft launch, test if CPI below <$0.50 Go for volume, target App Installs only Facebook and Google largest traffic sources
  • 31. ● Retention ○ D1 >= 40% ● % of DAU watching video ads ○ If low then improve your implementation (correct your message, change reward value, not interrupt gameplay,…) ○ From Unity ads - (20% have up to 20%, 51% have 20%-50%, 27% have 50%-80%, successful games have 45%+) ● Ads per watcher ○ Try to improve from 1 to 2-3+ to increase revenue ○ From Unity ads - on average 2.7; most successful games try to achieve 3-4 https://www.youtube.com/watch?v=3bwTPzdtGtk
  • 32. Eric Seufert - “Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue“
  • 33. ● Hyper-casual games - short sessions, hyper-casual style - most wanted and fast decision process ● Prototype build or already published game ● Experience with implementing external SDKs (Appsflyer, Ad Networks) ● For published games >=40% D1 retention
  • 34. Business - Clear agreement and long-term cooperation - Quick decision after basic game test Product - Core loop improvements - UX/UI/tech/ - Having our own guidelines also improves studio Production cycle Distribution - Distribution in specific markets - Submission / ASO / SEO optimization / Cross-promotion with other titles in portfolio / Store campaign - road to featuring / Social media campaigns / …. User Acquisition - Marketing support from the largest mobile acquisition team in Europe - 50 people consisting of media buyers, analysts and marketing creative designers Monetization - Very deep knowledge of every ad network due to direct relationships - Help you optimize impressions, CPMs, ad formats and maximize ad revenue Analytics - Support in understanding users & optimizing the game - In-house analysts dedicated to ad optimization - Understanding key metrics - Improve game retention, revenue & viral growth
  • 36. Łukasz Miądowicz, Huuuge Ambassador; Indie Developers relations lukasz.miadowicz@huuugegames.com