Top 12 Hyper Casual Games May 2020

The Best 12 Hyper Casual Games – May 2020

Hyper Casual Games Video

Each week inside the Academy we host Academy Live, our flagship weekly #gamedev show. Covering in-depth Market Analysis and Trend Research, we break apart the Top Games from the App Store each week.

We deep dive into what makes them successful, and just why are they trailblazing the charts. This up to the minute research ensures we’re creating games that players will love and the Top Publishers will actually want. It’s the best way to understand current hyper-casual game design at a deeper level.

We love it, our members love it and we think you’ll love it too.

Here’s the run down of the 12 games we put through their paces this month. These are simply the best hyper-casual games we saw out on iOS in May 2020!

Academy Live Game Dev Shows in April 2020

Don’t forget, you can watch all the shows in full ( Over 150+ episodes ), covering all aspects of powerful effective game design, the latest trends in mobile gaming news, up to the minute marketing strategies and everything about hyper-casual publishers in general. You’ll have access to all our workshops and courses along with a growing, active game developers community to chat, get feedback and collaborate with.

There’s so much more to learn and discover inside the Academy and you can simply click here for full details on how to become an Academy Member.

All the games we played this month:

Chart positions correct as from the date of playing taken from the iOS US games chart in the month of May 2020. Data captured from SensorTower.com.

Academy Live 155 – 1st May

Wobble Man – Ohayoo

Chart Position – 1

Hide ‘N Seek! – Supersonic Studios Ltd

Chart Position – 12

Knock’em All – Voodoo

Chart Position – 49

Academy Live 156 – 8th May

Crowd Bomber – Voodoo

Chart Position – 38

Bungeet! – Voodoo

Chart Position – Uncharted

Super Sniper – Voodoo

Chart Position – Uncharted

Academy Live 156 – 15th May

Hyper Life – Suji Games

Chart Position – 2

Gun Gang – Rollic Games

Chart Position – 54

Escape Masters – Playgendary

Chart Position – 159

 


Academy Live 157 – 22nd May

Baseball Hero – Rollic Games

Chart Position – uncharted

Tower Run – Voodoo

Chart Position – 2

Flick Chess! – Supersonic Studios

Chart Position – 14

Top Hyper Casual Games April 2020

The Best 12 Hyper Casual Games – April 2020

Hyper Casual Games Video

Each week inside the Academy we play test the latest and greatest Hyper Casual games to storm the charts. We dissect the gameplay mechanics, the game design and monetisation to discover what makes them super successful and how they got to publish with some of the biggest mobile publishers out there today.

Here’s our run down of the games we put through their paces in April.

Academy Live Game Dev Shows in April 2020

Don’t forget, you can watch all the shows in full ( Over 150+ episodes ), covering all aspects of powerful effective game design, the latest trends in mobile gaming news, up to the minute marketing strategies and everything about hyper-casual publishers in general. You’ll have access to all our workshops and courses along with a growing, active game developers community to chat, get feedback and collaborate with.

There’s so much more to learn and discover inside the Academy and you can simply click here for full details on how to become an Academy Member.

All the games we played this month:

Chart positions correct as from the date of playing taken from the iOS US games chart. Data captured from SensorTower.com.

Academy Live 150 – 2nd April

Parkour Masters – Voodoo

https://apps.apple.com/us/app/parkour-masters/id1485248622

Chart position – uncharted

Cube Surfer! – Voodoo

https://apps.apple.com/us/app/cube-surfer/id1499118002 

Chart position – uncharted

Glide Race 3D – Good Job Games

https://apps.apple.com/us/app/glide-race-3d/id1503526107

Chart position – uncharted


Academy Live 151 – 10th April

The Cook – SayGames LLC

https://apps.apple.com/US/app/id1503886368?l=en

Chart Position – 5

Hypermarket 3D – Suji Games

https://apps.apple.com/US/app/id1501771464?l=en

Chart Position – 2

NERF Epic Pranks – Homa Games

https://apps.apple.com/US/app/id1492810298?l=en

Chart Position – 23


Academy Live 152 – 17th April

Rolly Legs – Voodoo

https://apps.apple.com/gb/app/rolly-legs/id1502139765

Chart Position – uncharted

Draw Joust! – Voodoo

https://apps.apple.com/gb/app/draw-joust/id1497532365

Chart Position – 6

Rolly Hill – Voodoo

https://apps.apple.com/gb/app/rolly-hill/id1482773649

Chart Position – uncharted


Academy Live 153 – 24th April

Rope Vs Ball – Voodoo

https://apps.apple.com/gb/app/rope-vs-ball/id1500931019

Chart Position – uncharted

Road Race 3D – Tastypill

https://apps.apple.com/gb/app/road-race-3d/id1482264887

Chart Position – 67 in Racing Category

Stack Colors! – Voodoo

https://apps.apple.com/gb/app/stack-colors/id1504295793

Chart Position – uncharted

Top Hyper Casual Games - March 2020

The Best 12 Hyper Casual Games – March 2020

Hyper Casual Games Video

Each week inside the Academy we play test the latest and greatest Hyper Casual games to storm the charts. We dissect the gameplay mechanics, the game design and monetisation to discover what makes them super successful and how they got to publish with some of the biggest mobile publishers out there today.

Here’s our run down of the games we put through their paces in March.

Academy Live Game Dev Shows in March 2020

Don’t forget, you can watch all the shows in full ( Over 150+ episodes ), covering all aspects of powerful effective game design, the latest trends in mobile gaming news, up to the minute marketing strategies and everything about hyper-casual publishers in general. You’ll have access to all our workshops and courses along with a growing, active game developers community to chat, get feedback and collaborate with.

There’s so much more to learn and discover inside the Academy and you can simply click here for full details on how to become an Academy Member.

All the games we played this month:

Chart positions correct as from the date of playing taken from the iOS US games chart. Data captured from SensorTower.com.

Academy Live 146 – 6th March

Overtake – Kwalee

https://apps.apple.com/US/app/id1286341761?l=en

Chart position – 8

Will It Shred? – BoomBit Inc.

https://apps.apple.com/US/app/id1500245487?l=en

Chart position – 20

Lucky Looter – RadPirates

https://apps.apple.com/US/app/id1488473004?l=en

Chart position – 5


Academy Live 147 – 13th March

Drive Hills – SayGames LLC

https://apps.apple.com/US/app/id1497133769?l=en

Chart position – 34

Border Patrol – Five Bits Inc.

https://apps.apple.com/US/app/id1498817833?l=en

Chart position – 161

Sort it 3D – SuperSonic Studios

https://apps.apple.com/US/app/id1493125671?l=en

Chart position – 6

Ultimate Disc – SuperSonic Studios

https://apps.apple.com/US/app/id1497873581?l=en

Chart position – 2


Academy Live 148 – 20th March

Dribble Hoops – Voodoo

https://apps.apple.com/us/app/dribble-hoops/id1489188581

Uncharted – New in portfolio

Design Master 3D – Voodoo

https://apps.apple.com/us/app/design-master-3d/id1491487846

Uncharted – New in portfolio

Bead Sort – Voodoo

https://apps.apple.com/us/app/bead-sort/id1500802433

Chart position – 112


Academy Live 149 – 27th March

Blend It 3D – SayGames LLC

https://apps.apple.com/US/app/id1498438583?l=en

Chart position – 4

Pizzaiolo! – Geisha Tokyo Inc.

https://apps.apple.com/US/app/id1495004134?l=en

Chart position – 1

Home Restoration – Panteon

https://apps.apple.com/US/app/id1500564080?l=en

Chart position – 2

The Ultimate List of Hyper Casual Games Publishers

The Ultimate List of Hyper Casual Game Publishers

The Ultimate List of Hyper Casual Games Publishers

Hyper Casual Games reign the App Stores and in todays mobile gaming landscape, Hyper Casual Games Publishers are royalty.

In this constantly evolving and super fast paced industry, we’ve seen, in the last 18 months the rise of a new wave of Hyper Casual Game Publishers.

Powered by skilled mobile game marketing teams and spending millions of dollars in paid user acquisition ( UA ), they are able to drive an insane amount of downloads and brute force their games to the top of the App Stores. Whilst you may not find these games in any top grossing lists, they are generating remarkable revenue.

All of these top games have gone through soft launches, and have been thoroughly tested and benchmarked. Each publisher will have their own KPI’s ( Key Performance Indicators ) that they’ll use in this testing phase.

This benchmarking will usually include measuring Day 1 / Day 3 / Day 7 game retention interchangeably and, via various marketing campaigns, will look to achieve a Low CPI ( Cost Per Install ) meaning cheap installs.  These high performing games rule the charts and it’s not by luck.

Hyper Casual Games Rule The App Stores

The rise of Hyper-Casual Publishers is the sign of a mature, booming market which are yielding high returns and huge download numbers and players.

Typically, the publishing deals are done on a revenue share model although each publisher will have different terms and a constantly changing. Many will also offer signing cash along with bonuses for achieving certain milestones.

Often as solo indie game developers, or usually at best in small teams, there’s simply no better chance of success than to team up with these giant global publishers. They can elevate your games and rule the top charts.

Make no mistake, it’s not all a bed of roses, but, for your games to truly fly high, consider pitching publishers your game and see where it takes you.

We’ve put together the definitive, Ultimate List of Hyper Casual Game publishers for 2019.

The following list details the Giants, the Big Guns, the ones you want to sign your game to and these are the Top Hyper Casual Game Publishers we deem most important right now.

In no particular order…
Hyper Casual Games Publisher - Voodoo Games
Hyper Casual Games Publisher - Ketchapp Games

Ketchapp / Ubisoft

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Ketchapp Games on the Apple App Store Ketchapp Games on iOS

Ketchapp Games on the Google Play Store Ketchapp Games on GooglePlay

Crazy Labs by TabTale

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Crazy Labs Games on the Apple App Store Crazy Labs Games on iOS

Crazy Labs Games on the Google Play Store Crazy Labs Games on GooglePlay

Hyper Casual Games Publisher - Lion Studios Games
Hyper Casual Games Publisher - Huuuge Games

Huuuge Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Huuuge Games on the Apple App Store Huuuge Games on iOS

Huuuge Games on the Google Play Store Huuuge Games on GooglePlay

Hyper Casual Games Publisher - Homa Games

Homa Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Homa Games on the Apple App Store Homa Games on iOS

Homa Games on the Google Play Store Homa Games on GooglePlay

Say Games LLC

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Say Games LLC Games on the Apple App Store Say Games LLC Games on iOS

Say Games LLC Games on the Google Play Store Say Games LLC Games on GooglePlay

Hyper Casual Games Publisher - Good Job Games

Good Job Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Good Job Games on the Apple App Store Good Job Games on iOS

Good Job Games on the Google Play Store Good Job Games on GooglePlay

Hyper Casual Games Publisher - Playgendary Games
Hyper Casual Games Publisher - Green Panda Games

Green Panda Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Green Panda Games on the Apple App Store Green Panda Games on iOS

Green Panda Games on the Google Play Store Green Panda Games on GooglePlay

Hyper Casual Games Publisher - Kwalee
Hyper Casual Games Publisher - Cheetah Mobile
Hyper Casual Games Publisher - Amanotes
Hyper Casual Games Publisher - Madbox

Madbox Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Amanotes Games on the Apple App Store Madbox Games on iOS

Madbox Games on the Google Play Store Madbox Games on GooglePlay

Appsolute Games

Company Website

Game Developer Links:

Submit Your Game

Publisher Portfolio

Appsolute Games on the Apple App Store Appsolute Games on iOS

Appsolute Games on the Google Play Store Appsolute Games on GooglePlay

Hyper Casual Games Publisher - Zplay Games

So that’s it! Have we missed any that should have made the cut? Are you a Hyper Casual Game Publisher and want to be added to our List?

You can request your company be considered so by contacting us Here.

Are you a Game Developer? Building Hyper Casual Games?
Hyper Casual Games Course for Game Developers

We’ve broken down the entire Blueprint of some of the most successful Hyper Casual games and you’ll learn all the ingredients that go into creating hyper-casual games to put you on the path to success.


Level Design in Buildbox 2

Glide Level Building in Buildbox – Temple World

 

Here’s a small glimpse inside one of the Academy “Watch Us Build” Season 1 video’s. I sit down for a marathon Buildbox session and build a level from Temple world inside our game • Glide.

Whilst the video is on the long side, this is the reality of creating our games. To be fair, Temple World probably saw the most love out of all 8 Worlds in the game, partly because to access this one our players have to watch a short video in order to unlock it.

I focus in on using the path tool, portals and gatekeepers to create this scene which turns out to be one of the longest in the world.

Here’s the Full World Video Play Through

The complete world from beginning to end. This is one of the videos that we used for promoting the game on our social channels running up to the launch.

 

Take it for a Test Drive!

If you fancy having a play for yourself you can Download • Glide Here 🙂

 

Marcus Dobler Interview

Academy Spotlight – Interview with Solo Indie Developer Marcus Dobler

We were thrilled when Indie Game Developer and Academy Member Marcus agreed to answer some questions about his life and journey as an indie game developer.

Marcus has achieved so much including Apple App Store “Game of the Day” for his game AstroBlast along with multiple Apple Home Pages Features in “New Games We Love”.

Marcus Dobler - Indie Game Developer

You can see all of Marcus’s games over on his website Here.

Games Made With Passion Marcus Dobler

Aside with recently being awarded multiple Apple features, you own 7 night clubs and you are successful businessman in the gastronomic industry. So what first drew you to this crazy world of game development?

I started programming on the Commodore 64 in my childhood. As I grew older my interests shifted and I began working as a DJ and opened my first club with two partners. Now I am partner of 7 clubs with capacity up to 2.000 people per club.

As you can imagine running clubs is a loud and hard business. Therefore I was looking for a hobby to bring balance to my life. Then I remembered my favourite childhood activity, coding and making games so I tried it out and it was a success.

I know you’re a fantastic coder, your games are all highly polished and of great quality, which software engine is your preferred tool for all your game creation?

Thank you very much!

I use different software tools when I’m developing my games.

I create all my 2D designs by working with Photoshop and Illustrator and recently I’ve started using Affinity Designer more frequently too.

For my 3D designs I use Cinema 4D. This is an awesome app that had made its debut on the Commodore Amiga and I have been working with this ever since it first came out!

When working on promotion videos, I use Apple Motion.

My SDK is Xcode and the code is written in Swift, Apples’ latest programming language. Swift is perfectly structured and fairly easy to learn. SpriteKit and SceneKit are used as frameworks which are both developed by Apple.

Since I don’t consider publishing my games on any other platform but Apple / iOS, I choose their native developing tools to make the best games possible. It always goes down well with the Apple Team also.

iOS Game Icons - Made With Passion - Marcus Dobler

Do you start off creating your titles with a strong vision in your head of the direction you want to take your game, or a particular type of player you’re aiming for. Or do you experiment with concepts and prototypes until a game comes together?

Developing a game is always a process. I usually have a very basic concept and then work it into a fun and enjoyable product. When I first started out creating games, I was satisfied as long as myself and my friends had fun playing.

However recently I have been developing games geared toward the Hyper Casual Player. I have made this change by looking at trends and evolving as a developer.

What’s your goto place for research and inspiration when coming up with the next unique game idea. Do you play a lot of games yourself that maybe spark new concepts, are there non-gaming inspirations such as architecture, films or music?

My greatest source of inspiration is my library of around ten thousand retro games!

Whenever I have the chance, I play these for inspiration and relaxation. I also enjoy watching Retro youTube channels like “Game Sack“ or “Sega Lord X“.

However, as most of these retro games require too much investment for the Hyper Casual Player and mass market, I can use parts of these classic games in my new creations.

The world of mobile gaming is forever evolving and a lot of focus in the market place at the moment is in the hyper casual style and aimed at a young audience. Do trends like this influence you to build specifically for what the market wants, or do you focus on making games that you love to build?

For me, commercial success is confirmation of a good performance, usually in terms of downloads and reviews. In order to achieve this success, I try to keep a keen eye on the market and stay up to date with current trends. Research is critical here.

To know all these trends the Academy is my main source especially the weekly Live App Store trend analysis sessions. So in summary, yes, I try to follow the hyper casual style in most of the games I’m building right now!

The trends right now tend to lean towards 3D and include levelling systems. With all that said though, I still try to create something unique and if my heart leads me on a particular route, I always trust my gut instinct I’d still build it anyways.

Once you have a game idea in your head, what’s your next process? Do you draw / sketch out rough plans and concepts the old school way, maybe put together a mood-board or palette ideas? Or do you jump straight into your software and mock up ideas on the fly?

Firstly, I’ll open Photoshop or Cinema 4D and create some simple characters. These are usually simple forms in the appropriate sizes so I have assets to work with. I’ll then start to code the prototype and bring the general idea to life. The details of the design are part of the development process and I’ll look to continually work on these as the project progresses.

Dream Bubblez™

Featured by Apple in “New Games We Love” & “Daily Brain Training.”

Download From The Apple App Store


Dream Bubblez Game iOS - Apple Featured

As developers, there is always that moment when you struggle or have doubts with whether an idea is any good. You build the prototype and are still unsure, at what point do you reach out for feedback on your game, or do you wait until your idea is rock solid and you’re happy with it before showing anyone?

I like to always finish things! Of course there are ups and downs during the creation process, but even at my lowest points, I will always complete every project.

Usually I only show nearly completed games to family and friends. This way I manage to stick with my original concept and not have my ideas watered down by critics during my creative process.

This doesn’t mean I do not appreciate constructive criticism, nothing could be further from the truth, however, for me, it’s crucial to choose the right point in time during my creative process to receive exterior ideas.

An exception to this are the Academy’s TestDrives, the videos and comments help me to refine my product even at an early stage.

Good game design is all about keeping the players attention and ultimately returning to play your game time and time again. It’s about designing an interactive world for players with rules to follow to achieve the end goal. What’s your process when you start your game design ideas for keeping players attention and game progression?

I once read an interview with Sergio Miyamoto, legendary game designer at Nintendo, in which he said the most important thing about a game is having fun playing!

This is just like the way children like to jump and run, just for the sheer joy of it, because it’s fun.

I think that’s what brings players back day after day is if they enjoy the activity and they simply love to play. I always try to achieve that!

Also, giving my players simple, small goals coupled with some enjoyable tasks. I build in “unlockables” or “level Ups” where possible along with usually including “High Score leaderboards” in my games.

________________________

The majority of your games are in the meditation/ brain training and puzzle genre, do you play these types of games yourself, or do you purely enjoy the creation of this type of gameplay?

Tetris is definitely my favourite games. I actually consider it the be the best video game ever invented, so yes, I play my fair share of puzzle games.

As already mentioned, I don’t really have a strict plan when developing my games, but often they’ll have some kind of puzzle element to them. As the designs and details evolve during the development process, it’s a pretty organic process and so my games naturally evolve too!

The market for puzzle games is a tough one.

Generally speaking, due to the natural complexity of puzzle games, it’s a difficult balancing act to reach the Hyper Casual Player with them. Right now I am focusing on creating simpler games for the Hyper-Casual market that can potentially reach a wider mass market along with broadening my creation skillset and giving me a personal challenge.

AstroBlast™

Featured by Apple in “New Games We Love” & “Game of the Day” in Japan.

Download From The Apple App Store



AstroBlast - Game of The Day in Japan

What’s the one piece of advice you’d give to a novice developer just starting out in the world of game design? Is there anything you wish you’d known before you started in games?

I think the most important thing for a novice developer is to gain experience.

My best advice would be to start out with small projects and aim to actually finish them!

The biggest mistake you can make in my opinion is to do too much and not finish anything.

When I started out, I simply began programming and I didn’t know anything about recent trends and the situation on the market. I would have saved a lot of money spent on senseless marketing actions if I would have known earlier about the Academy.

I really wished I had been a member of the Academy back then when I first started out!

Lastly, we’ve been honoured that you’re a huge part of the Academy family and it’s been a pleasure to watch you grow. What’s your favourite part of the Academy and what would you say to any game developer thinking about joining?

The TestDrives are its best feature. Kevin & Jilly actually play your game whilst recording the whole session on video. They give you invaluable tips on how to improve it and it’s massively insightful and helpful to get their perspective.

This is so helpful to me and has supported me in refining every single one of my games.

It doesn’t matter if you are new in game development or if you are already successful in the market, the Academy is most definitely the place to be.

They provide you with an endless supply of resources including videos, tutorials and a ton of fantastic community posts!

You can also find ideas for your next games as well as they help you to get a publishing contract. They also advise you on how to get your games featured by Apple.

The Academy has helped me in every stage of my creational process and it will help you as well! I highly recommend you to join.

A Huge Academy Thanks 🙂
We’d like to thank Marcus for being so generous with his time and sharing his thoughts and experience with us, he’s seriously a class act!
It’s been an absolute pleasure to share a small part of his game development journey so far and it’s super exciting for us to see him reach the much deserved success on the App Store, especially as we get a glimpse of what he’s working on.
As we’re sure you’re aware, game dev can be a tough gig so it’s always heartwarming to see a fellow indie dev reach their ultimate goals through incredible hard work and wonderful talent.
We can’t wait to see what Marcus creates next and we wish him continued success in all his endeavours.
New iOS Screen Sizes - iPhone XS - iPhone XS Max and iPhone XR

All iOS Screen Resolution Sizes 2019 for Game Devs ( iPhone XS, XS MAX & XR )

New iOS Screen Sizes - iPhone XS - iPhone XS Max and iPhone XR

Each September brings new iPhones and as game developers, that also means brand new screen sizes to deal with too!

Here’s the low down on all the iPhone screen sizes you’ll need to cater for in 2019 including the brand new iPhone XS, iPhone XS Max and the iPhone XR.

 

Device Portrait dimensions Landscape dimensions
12.9″ iPad Pro 2048px × 2732px 2732px × 2048px
10.5″ iPad Pro 1668px × 2224px 2224px × 1668px
9.7″ iPad 1536px × 2048px 2048px × 1536px
7.9″ iPad mini 4 1536px × 2048px 2048px × 1536px
iPhone XS Max 1242px × 2688px 2688px × 1242px
iPhone XS 1125px × 2436px 2436px × 1125px
iPhone XR 828px × 1792px 1792px × 828px
iPhone X 1125px × 2436px 2436px × 1125px
iPhone 8 Plus 1242px × 2208px 2208px × 1242px
iPhone 8 750px × 1334px 1334px × 750px
iPhone 7 Plus 1242px × 2208px 2208px × 1242px
iPhone 7 750px × 1334px 1334px × 750px
iPhone 6s Plus 1242px × 2208px 2208px × 1242px
iPhone 6s 750px × 1334px 1334px × 750px
iPhone SE 640px × 1136px 1136px × 640px

 

iOS 11 New Apple Appstore

What does iOS 11 mean for Indie Game Developers?

We took a deep dive into the New iOS 11 Appstore on our Weekly Academy Live Session.

Here’s the first 40 or so minutes where we look at the new Apple Appstore and what it means for Indie Game Developers and what we need to do to make ourselves standout.

 

 

I personally love the new look and feel it gives us a ton of new opportunities. Really dig the new autoplay App Preview Trailers and the fact they have upped the size and scale of all our Appstore assets overall.

The new daily curated collections are really cool and if we could ever snag a spot in one of those could really drive a decent amount of downloads and exposure.

Academy Inside Extra!

Access our  “Weekly Live Q & A Sessions” inside the RisingHigh Academy.

Each week we host a Live Event where we stay on top of all things Appstore and Mobile Gaming! Get Direct access to us and we’ll any question you have. We play test Academy Members Games and give practical, actionable advice and support to get your games Feature Worthy and Publisher Ready.

Not an Academy Member? Click Here to Learn More


 

Updating Glide

Updating Glide – The Full Breakdown

 

It was always the plan when we started building • Glide to run a fair few updates to game this year. This is a breakaway for us when, in all transparency, we usually build a game and once finished, we simply move onto the next one.

After being featured by Apple in 110 countries, we knew that we had a great foundation to build upon, and within a week or so we added a new “Arcade Mode” along with a Remove Ads In App Purchase, which I’m convinced was a huge mistake on launch.

Arcade Mode


 

My gut feeling tells me this cost us a few feature spots in the important tier 1 countries, especially in our own back yard here in the UK. In hindsight this is probably one of my biggest mistakes in a long time, and that’s saying something!

But, hey, you live and learn and I never dwell on these things, there’s just no point.

For our next update, I wanted to add some new modes that significantly upped the speed of the game, as whilst the Zen mode was ok, we really wanted to inject a bit of pace 🙂

So, 3 new modes, Blast, Duo & Reverse, each with 20 short levels in each, usually just 1 or 2 actual Buildbox game play scenes.

These are pretty tricky and perfect “bus stop” or “queue” games lasting around 20 seconds each. Hyper Casual to the extreme.

Here’s the Buildbox Mindmap for the new level mode additions. You’ll see the new sections on the left, I’ve re-coloured them to make it stand out more, and the original game on the right, quite a difference!

Updated Buildbox Mindmap


Glide Updated Buildbox Mindmap

Blast


Duo 


Reverse


 

Next on the list was the UI and a fresh new look to reflect the new modes. With 20 levels per mode, and of course the new modes themselves, I wanted to do something a little more that just a new button.

This also lends itself really nicely if/when we want to add some new modes into the game, we can simply bolt these on without any major hassle, something you should always be mindful of when creating your games, this can go along way to save you a huge headache further down the line.

 

Updated UI Screens


Glide Updated UI Screens

 

Also on the plan was adding a character trophy room, which was actually built inside one of the very first versions of the game but never made version 1.0 for some reason. This idea came up during one of our weekly Live Q&A sessions discussing one of our members games, and after adding a Quick Win Video Training Lesson on how I built it into the Academy just a few days before, I really liked the idea again, so that’s what I did.

But of course, there’s not much point building a new character store without having anything to put in it, so over the next few days I set about building new Glides.  I settled on creating around 20 more, doubling the amount that is currently in the game and these were all created and animated within Photoshop.

 

New Glides added!


 

As I mentioned previously, the lack of in app purchases in the game was an issue for me. So it was time to address this further and there’s usually no easier way to add in IAP’s to a game than to lock some of these new characters up, 10 in total, and have them paid.

Character Store/ Trophy Room with In App Purchases


Glide Updated Character Store

 

With all this new content being added to the game, we needed to make minor UI tweaks to align everything together so all the world select screens looked the same. This was quite a challenge as the Zen Worlds are completed with a 3 Star system, which is unique to this mode. I think we pulled it off successfully. Often the seemingly simple things like this are the hardest to get right.

 

New Select Zen Worlds UI Screens


Glide Updated Zen Worlds

 

Next up was a fresh new icon, in for a penny in for a pound as they say, so I knocked up a few variations and just as we teach, posted a few of the variations onto our Facebook Page to get some feedback.

 

A/B Icon Testing on Facebook


Glide Updated Icon Testing on Facebook

 

It was a really close call between B & C, we actually like them equally, but we’ve opted for “B” and here’s the version we’ve settled on, for now at least!

You can also view the icon as it will look on the Appstore and devices over at our Free Icon Tester Appsparky.com.

 

Glide Updated Version 2 Icon

 

http://www.appsparky.com/?id=cPCkGp

 

Summing Up


We’re pretty happy with how the update is shaping up and we’re all but done for this version. We have a ton of play testing to do and some minor fixes here and there, a ton more polishing also, but it will be great to wrap this version up.

It’s taken a little longer than I’d hoped as we’ve been flat out creating content for the Academy, along with finally finishing off our Epic eBook Appstore Foundation which has delayed both Jilly and I dedicating our full attention on this.

We’ll also be creating 2 new App Previews video’s, making 3 in total, for our Appstore product page listing which is one of the great new features coming to iOS 11 real soon.

This should work really well, especially for this game, as we have multiple worlds to show off. Be sure to consider if any of your games could really benefit from having multiple gameplay video’s. Now Apple has given us the option of adding additional App Preview Videos to our Appstore pages, we should really take advantage and use all these available spots.

I’m also considering changing our screenshots too, but we’ll just concentrate on getting this wrapped up so we can move onto the Android version and potentially seek out a publisher for that.

Watch this space! August has been a very busy month 🙂

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