TipsAt WiMi5, we'd like to offer the following tips on how to make your HTML5 games attractive so you can monetize them. Make short game loops
One of the most important parts of a game is the game loop. Basically, this means that all the important game stuff should happen inside that loop. Most of the time, it's everything that is the game itself, excluding other parts of the game, such as menus, optional screens, etc. When we recommend short loops, we mean that you should try to keep each level short, especially at the beginning of the game. This allows the player to quickly see what the game is about, and what types of challenges and rewards they can get. A great example of a short game loop, in this case a super-short loop, is the extremely well-known Flappy Bird.
It seems pretty basic, doesn't it? But sometimes you can forget that the game should be about having fun. Each player has their own way of having a good time; for example, some people like to be scared to have good time. For others, having a good time means solving complex mental puzzles. However, in casual games, you usually tend to make the game fun as a formula to make the player have a good time. This fun is in itself a kind of reward so that the player feels more attracted to the game. For example, Matt Coombe, co-founder of Get Set Games, differentiates between several types of fun that we can find in a game like this. So, jumping to catch coins could be fun, but so is finishing a game level, or scoring more points than your friends.
Many games are organized by levels, so that the player keeps going up levels that tend to get more complex or that demand the player already has acquired certain skills. There is always the possibility of adding more levels as the players start finishing them off. On occasion, the players may get different scores (normally stars) in the levels depending on whether they played well or poorly. This encourages the player to repeat levels to get better scores. The more time someone is playing your game, the more possibilities there are of your game generating income. Does anyone know how Clash of Clans or Candy Crush end?Design your game for both the players who want to pay and the players who don't
The players who don't pay are just as important as those who do. They provide many things, for example, they are essential for creating a community where both types of players can exist. What's more, they'll talk about your game, participate in the rankings, and make up the largest part of your game's player community. Therefore, your game should be attractive both to those players who will never spend a cent and to those who pay EUR100 a month. Do not follow the Pay to Win strategy.
Try to make your game for all audiences. Look for simple mechanics that are apt for less experienced players but which also hook the more demanding players at the same time. Your game should be able to be played by very different audiences who have different gaming experiences depending on the device they use for playing. In this respect, it's very important to carefully choose your platform; try to use as many as possible to reach wider audiences. Thanks to HTML5, this is possible, since it allows your game to be on several platforms, such as mobiles, tablets, PCs, laptops, consoles, or even smartTVs.Make great graphics And if you don't know how to, and neither does anyone on your team, collaborate with a professional or subcontract an experienced illustrator. Graphics in casual games are everything. They are essential to get people to fall in love at first sight. They make up the first hook that will draw in players and show them the game's basic concept directly and immediately. A simple and intuitive design that is usable by anyone eliminates any obstacles to play, such as not knowing how to play, for instance. A tricky design or an interface that isn't clear and which doesn't instantaneously clarify the game's mechanics adds barriers instead of eliminating them.