Mobile hyper-casual game development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile hyper-casual game development
Simple
~2-4 weeks
FAQ
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Mobile Hyper-Casual Game Development

Hyper-casual—one mechanic, one button, zero onboarding. Voodoo, Kwalee, Crazy Labs ship in 2–4 weeks from idea to publication. Speed of iteration matters more than perfection: 80% hyper-casual prototypes fail CPI test, normal.

How It Works Technically

Stack. Unity—industry standard. LeanTween or DOTween for animations. One scene, minimal assets, ProBuilder for quick prototyping without 3D editor.

Core loop. Tap → action → visual feedback → progress → next tap. Input.GetMouseButtonDown(0) or Touchscreen.current.primaryTouch.press.isPressed (New Input System)—every frame in Update(). Haptic feedback via Handheld.Vibrate() or CoreHaptics (iOS) for response strength.

Progress level. Linear progress bar, counter, timer—anything simple. PlayerPrefs.GetInt("level", 1) for progress storage. For hyper-casual sufficient—no Hive, SQLite, complex persistence.

Monetization

Ads only—IAP barely works in hyper-casual (ARPU too low for paying audience). Banner + interstitials between levels.

MAX Mediation from AppLovin—standard for hyper-casual. Combines AdMob, Unity Ads, ironSource, Meta Audience Network in one waterfall. Initialization:

MaxSdkCallbacks.OnSdkInitializedEvent += sdkConfig => {
    MaxSdk.ShowMediationDebugger(); // for testing
    InterstitialManager.Instance.LoadInterstitial();
};
MaxSdk.InitializeSdk();

Interstitial not every level—minimum every 2 levels, max once per 60 seconds. Otherwise App Store review rejects for 4.3 Spam.

CPI Testing Before Full Development

Main hyper-casual principle—don't develop full game without idea test. Prototype in 3–5 days → fake store page → Facebook/TikTok Ads → measure CPI (Cost Per Install). Target hyper-casual CPI: < $0.20–0.30. Higher—mechanic doesn't hook, change idea.

Only after CPI test passes—full development with polish, 20–30 levels, analytics.

Timeline

Prototype for CPI test: 1–3 weeks. Full hyper-casual after successful test: 4–8 weeks. Cost calculated individually after mechanic discussion.