Top Hyper Casual Games July 2020

The Top 12 Hyper Casual Games – July 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 July 2020!

Academy Live Game Dev Shows in July 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 July 2020. Data captured from SensorTower.com.

LIVE 162 – JULY 3RD

Bullet Rush! – Voodoo

https://apps.apple.com/gb/app/bullet-rush/id1518831056
Chart Position – Uncharted

Tie N Dye – Voodoo

https://apps.apple.com/US/app/id1502803978?l=en
Chart Position – 104

Murder Hornet! – Lion Studios

https://apps.apple.com/US/app/id1517461736?l=en
Chart Position – 19


LIVE 163 – JULY 10TH

Ladder .io – Voodoo

https://apps.apple.com/gb/app/ladder-io/id1497965130

Chart Position – Uncharted

Shake Down Balls – Voodoo

https://apps.apple.com/gb/app/shake-down-balls/id1493794108

Chart Position – Uncharted

Agent Action – SayGames LLC

https://apps.apple.com/US/app/id1496621735?l=en

Chart Position – 108 Simulation

Touchdown Master – Voodoo

https://apps.apple.com/gb/app/touchdown-master/id1489434986

Chart Position – Uncharted


LIVE 164 – 17TH JUNE

Jumpero – Voodoo

https://apps.apple.com/gb/app/jumpero/id1479973451

Chart Position – Uncharted

Scribble Rider – Voodoo

https://apps.apple.com/gb/app/scribble-rider/id1518267642

Chart Position – Uncharted

Go Karts! – Voodoo

https://apps.apple.com/gb/app/id1508726574

Chart Position – Uncharted


LIVE 165 – 24TH JULY

What the Fight – Voodoo

https://apps.apple.com/gb/app/what-the-fight/id1518832623

Chart Position – Uncharted

Mr Spy : Undercover Agent – Madbox

https://apps.apple.com/US/app/id1501863189?l=en

Chart Position – Uncharted

Stealth Master – SayGames

https://apps.apple.com/US/app/id1518389230?l=en

Chart Position – Uncharted

Top Hyper Casual Games June 2020

The Best 12 Hyper Casual Games – June 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 June 2020!

Academy Live Game Dev Shows in June 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 June 2020. Data captured from SensorTower.com.

LIVE 158 – JUNE 5TH

Hero Strike 3D – Kwalee

https://apps.apple.com/gb/app/hero-strike-3d/id1514745930
Chart Position – Uncharted

Pong Toss 3D – Tokyo Smart Games

https://apps.apple.com/gb/app/pong-toss-3d/id1498554832
Chart Position – Uncharted

Flip Tumbling – Bony Yousuf ( Kwalee )

https://apps.apple.com/gb/app/flip-tumbling/id1475077823
Chart Position – 43


LIVE 159 – JUNE 12TH


HellCopter – SayGames LLC

https://apps.apple.com/US/app/id1508334081?l=en

Chart Position – 41

Desert Riders – SayGames LLC

https://apps.apple.com/US/app/id1516289529?l=en

Chart Position – 81

Agent Action – SayGames LLC

https://apps.apple.com/US/app/id1496621735?l=en

Chart Position – 108 Simulation

Johnny Trigger Sniper – SayGames LLC

https://apps.apple.com/US/app/id1517806621?l=en

Chart Position – Uncharted


LIVE 160 – 19TH JUNE


Garden Balls – SayGames LLC

https://apps.apple.com/gb/app/garden-balls/id1507953957

Chart Position – Uncharted

Brush Hit – Voodoo

https://apps.apple.com/gb/app/brush-hit/id1508157108

Chart Position – Uncharted

Samurai Flash! – Supersonic Studios Ltd

https://apps.apple.com/gb/app/samurai-flash/id1509280095

Chart Position – 20


LIVE 161 – 26TH JUNE


Money Buster! – Alictus

https://apps.apple.com/US/app/id1515884940?l=en

Chart Position – 4

Sneaker Art! – TapNation

https://apps.apple.com/US/app/id1515696634?l=en

Chart Position – 9

Wheel Scale! – Supersonic Studios Ltd

https://apps.apple.com/US/app/id1506552451?l=en

Chart Position – 18

Homa Games - Hyper Casual Publisher - Olivier Le Bas

Publisher Spotlight: Olivier Le Bas, Co-Founder of Homa Games



You develop, Homa publish.

“Homa Games is an independent mobile game studio specializing in the publishing, user acquisition and monetization of mobile games. Serving both IOS and Android users, our existing games have been top ranked in their categories and have also appeared in ‘featured apps’ categories.”

I was very lucky and honoured to be able to sit down with Olivier Le Bas, co-founder of Homa games and chat about all things mobile game publishing and what goes into creating hit hyper casual mobile games.

Founded in late 2017 by Olivier along with co-founders Daniel Nathan and JuanJose Mostazo, Homa games have fast become one of the Top Mobile Games Publishers. Working out of their offices in Paris, what is now regarded a Mecca for Hyper Casual Games Publishers, they’ve released 18 Hit titles and amassed millions of downloads.

We asked Academy members to provide the questions they wanted answers to the most and after merging them all , ended up with around 20 or so.

Whilst I didn’t quite get to ask them all specifically, although we covered a ton of them and many others, Olivier was overly generous with his time and the whole session lasted around an hour and a half!

What’s more, and perhaps for those who really want to get into the specifics, listed below are the questions and answers to ensure we didn’t skip anything.

Be sure to head over and thank Olivier for taking the time a join us and being so candid and transparent and being a driving force for good in the industry.

Questions From Developers Gathered from the RisingHigh Academy

Do you do CTR testing? What are your KPI goals when testing? What kind of deals do devs get when their game meets the KPIs?

Yes, we created a product called FMV. It includes fast market validation, CTR testing, and many other components that further evaluate an app’s potential. We believe that the ratio of clicks to impressions on Facebook isn’t the only way to judge the potential of a new app. Our more detailed measures give you greater visibility into how well your app is performing.

Goals depend on where the app has been tested but, if we are explicitly talking about a Facebook testing campaign on iOS, we’ll consider a CTR at 4% interesting, while a CTR higher than 7% is a must go. Again, this is one of the several KPIs we test to evaluate an app’s potential. There are many others, such as session time, CPI, retention, and so on.

We believe that CTR is likely to be a good metric of what we call a “toy”, which is a game mechanic in Hyper-Casual.

Our deals vary depending on the partnership and the studio’s needs. In most cases, we are helping studios cover their development costs. Our expertise is structured around different services such as Game Design, UA & Monetization, Creative knowledge, Advanced Technology, and Market Trends.

We’re always looking for diamonds in the rough but, like any jewel dealer, we pay more for diamonds that only need to be cut. We’re continually and thoroughly exploring diamond mines; as you can imagine, this can become quite expensive. Therefore, we need a high return on investment to make it work.

How do you see the current state of the market with hypercasual suffering from non-game games that are mostly not profitable but take a good part of the marketing space?

We are very optimistic about the hyper casual market and its sub-genre, including ultracasual games. The Hyper Casual market is as unbelievable as encouraging; it provides ways to innovate and bring new experiences to our users. Hyper-Casual has disrupted two things:

    1. Content creation: from 6 months prototyping to 1 week
    2. Strong UA/Monetization: from LTV to IPM.

How do you see the current state of the industry with 2 heavy monopolies, Applovin with Lion Studios & IronSource with SuperSonic Studios?

How do you think to compete within this situation as a smaller company without the market advantages they have and with the small margins Hyper Casual games have in general?

We see every app content provider in this industry, whether they are TikTok, Applovin, or Google, as a competitor. Applovin & IronSource are part of them and we believe that our internal technologies on cross networks buying & monetizing is definitely one of the most innovative in the market (Last year, Mopub stated that our company, along with Tenjin, were the first ones to have impression level data.

It should be remembered that we are in an industry where creativity is key and no company, large or small, has a monopoly on creativity. I don’t know if you remember the launch of Flappy Bird, which took the app stores by storm, but it was a one-person show from a garage in Vietnam.

Are you a company that is interested in growth or profitability? If both, how do you manage the conflict of interest between developers (who are in for profitability) and your own company goals?

Homa has been well known in the industry to only focus on profitability. We have an excellent understanding of the volume/chart impact on our games and how much extra revenue and profit we can generate depending on the different thresholds of installs we are getting. We are following this methodology.

Without mentioning the game or the developers (out of privacy and NDA contracts) but can you name a clear number of what developers have earned with your published titles (best case and worst case)? I ask this because there are so many developers who never saw any money even thou​gh they had the number one titles in the charts with apparently successful games.

We can’t mention clear numbers as they are confidential, but I can tell you that our goal is to make sure that every developer working with us is earning a minimum of 6 digits per title. We have a long term strategy, we want our developers to make money more than just hitting top charts.

Can you tell us about a negative story of game publishing? A game that had the KPIs but didn’t scale well for example?

I ask this because I would like to know about how your company handles failures and disappointments which happen more often than the successes.

We work in an industry that builds on the idea of making quick money and the dream of getting rich, nonetheless, the reality is for 99% the exact opposite?

The most important factor is the transparency we have with our partners. We do believe that as long as everything, including the expectations, are clearly stated right from the beginning, we are limiting future problems. We always take failures as learnings. We do have a writing and post mortem culture. We don’t make any mistakes twice.

Regarding disappointments, we are in an industry that doesn’t tolerate many of them. Either the developer and ourselves make a bad prototype or a bad launch, or we are learning to make the next hit. From our experience, the best developers are the ones who are never “disappointed” because they learn every time, and they know the learning process is tough. At Homa, we act with the same professionalism.

What’s the hit to testing prototype ratio (to set realistic expectations )?

Our target is a minimum of 8%. This number is considered huge in the industry, but when you have the right team working with our tech products and resources, this number is achievable.

Do you accept games built with Buildbox 3 for release?

Yes, Buildbox has shown some great progress with their new version.

Do you have a general process to improve D7 retention?

We are extremely focused on reading data along the whole user journey and D7 is definitely one of the most challenging thresholds. Our different analytics tool alongside our data analyst and game designer are putting a strong focus on taking the right actions in order to optimize the user journey as well as the revenue generated per user.

Why should I publish my Game with you and not someone else?

Technology & having a data-driven approach makes the relationship with our developers extremely healthy and transparent on the decision we take.

Care & knowledge is demonstrated by sharing information throughout the squad and the developer with a disruptive approach with IPs & super casual games.

I​f the game doesn’t meet the metrics, how long before we can pitch the game to someone else or self publish?

The developer can take back his game straightaway.

Do you provide help for game development? Do you provide art or other asset assistance for your developers?

We provide a bank of assets, art/UX direction, SDKs integration with our tool Homa Belly, publishing the game on our hidden accounts, etc.

Do you have technical(programming) support for your developers with Q&A?

Yes, our internal team based in our HQ take care of you.

What is the revenue split with developers? Is this negotiable?

We are quite flexible because it’s all about the risk/reward ratio & the work we put in. We are doing up to 50% profit sharing without a cap. It will vary if we fund the developer, work on the game from the ideation, make the iterations, add a potential IP to it. We always want to make a fair deal, we are here for the long run, and we want to publish multiple hits per year with each studio that we work closely with.

How do you report Ad Revenue? Do developers have access even in a read-only form to ad providers?

Yes, it’s included in our contract. Our partners should have access to the ad revenue & spend data.

What are the methods of communication and what can be expected in terms of response time?

Care & knowledge sharing is what we consider the most critical component of success between a publishing manager & a studio. All our squads have a limited number of studios they take care of to provide the best quality of service (maximum eight studios). It lets us work and reply to our partner, like colleagues, under a few hours. At the same time, we are providing several tools to make our partner autonomous via our HomaLab dashboard, our HomaBelly product, and detailed documentation.

Connect and get your Game Published with Homa Games

Publish with Homa Games


Thank Olivier personally over on Linkedin:

Connect on Linkedin

Send Him an Email:

olb@homagames.com

See their Games:

Homa Games on the Apple Appstore

Homa Games on Google Play

Visit The Website:

Homa games

And of course, if you’re looking to sign your game with one of the biggest mobile publishers of Hyper Casual games on the planet, head on over using the link below and be sure to tell him you came from the Academy and you’ll jump to the front of the queue, ahh yeah 🙂

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.

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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.