Hyper Casual Games

Furkan Kaplan
Preview of Hyper Casual GamesPreview of Hyper Casual Games

About this model

This diagram represents a complex gaming model incorporating elements of strategy, resource management, and progression mechanics through multi-staged gameplay. The structure hinges on the dynamic interactions between 'source' nodes representing different facets of gameplay - such as 'Game Play', 'Devil', 'Angel', along with others indicating stages of change and distribution - and various 'pool' nodes, which store resources or points like 'Total Score', 'Stage', and collection metrics for both 'Devil' and 'Angel' aspects.

Resource flow is regulated by 'gate' nodes and 'resource connections' with specified formulas determining the distribution, accumulation, or depletion of resources. This includes percentages indicating chances for resources to move from one node to another, simulating random events or player decisions within the game. Various 'converter' nodes are placed throughout to transform resources, aligning with game mechanics that involve upgrades or changes. 'State connections' modify node states or trigger actions, incorporating conditions that must be met for certain transitions, further adding to the game's complexity.

Strategic elements are introduced through gates that distribute resources based on dice rolls, simulating unpredictable outcomes. 'End conditions' are set to indicate win or lose states for both 'Devil' and 'Angel' gameplay aspects, with conditions triggering the finale of the game. The intricate web of interconnections among sources, pools, gates, and other nodes illustrates a gaming environment where decisions impact outcomes in varied and potentially unforeseen ways, emphasizing the importance of strategy and adaptability in navigating the game's progression.

“Hyper Casual Games” is a public Machinations diagram by Furkan Kaplan, shared in the Machinations Community.

You can open the original diagram in the Machinations app, press Play to watch how resources move through it, and change its values to see how the system responds. Machinations is a visual tool for designing, simulating and balancing game economies and other systems, where resources flow through sources, pools, drains, converters and gates. In a diagram, a source creates resources, a pool stores them, a drain removes them, a converter changes one resource into another and a gate decides where they go next.