Casual game is a game designed for a wide audience, including children, housewives and other people with a low level of computer literacy. A casual game is opposed to hardcore games, focused only on avid players.
Casual games are distinguished by ease of learning, simple mechanics and meditative gameplay.
Such a game should be as indulgent as possible to the player: have a large learning curve (that is, introducing new gameplay elements not immediately, but gradually), numerous hints in difficult places, the ability to interrupt a gaming session at any time without any punishment in loss of points or the need to go through a large part of the game again.
The latter possibility is made on the assumption that gaming sessions can be very short, usually about 15-20 minutes, for the player to restart the game occasionally to kill the time, or constantly switch between work and play. In such conditions, it is very important to ensure that the player returns to the game, so the gameplay is usually structured in such a way as to relax and in no way annoy the player.
Hyper casual game is a genre of universal games played by people of all ages and genders. When creating such products, the game designer must take into account the needs of the widest possible range of players, trying to make a game that will please everyone. The game should be simple and understandable, and the graphics should not cause rejection.
Hyper casual or "everyday" games are convenient to play anywhere: in transport, at a bus stop, in line or a traffic jam. They should be possible to play with one hand in case the user is in the subway or bus while holding onto the rail. Therefore, hyper-casual game art usually involves portrait orientation and simple controls, such as taps or swipes.
For hyper-casual game design, graphics and sounds are of great importance: the brighter and more colorful the game looks, the better. Casual games have a unique set of design solutions. Although many important issues in the casual game development are common to all game genres, the nature of the audience, the business model, and the context of these games form a separate philosophy of their design. We know that users play this type of games for three reasons: relaxation, entertainment, and competition. These reasons are not mutually exclusive, and the best games incorporate all these elements