Design

Designing Level One for a Hyper-Casual Test

Level one carries more of your test than any other part of the game. Here is a seconds-by-seconds plan for teaching the verb, landing a fast win and pulling players into level two.

Vectra Play 5 min read
A game designer sketching a simple puzzle level grid on paper next to a phone

Good hyper casual level design for the first level teaches one verb with no text, gives a win inside roughly fifteen to twenty seconds, and ends with a reveal that makes level two look interesting. Players arrive from an ad expecting what they saw, so level one must deliver that exact moment, fast, with no way to get stuck.

Why level one carries the test

In a marketability and retention test, a large share of players only ever see the first level or two. Whatever they feel there decides whether they come back the next day.

Playtime and day-one retention (the share of players who return the day after install) both start here. A slow or confusing opening drags every later number down, however good the rest of the game is. We look at this from the ad side in why prototypes fail in the first ten seconds.

Level one is not the easiest level. It is the level that proves the ad told the truth.

A seconds-by-seconds plan

Use this as a rough timing guide, not a rule. The exact numbers depend on the mechanic, but the order holds.

TimeWhat happensGoal
0 to 3 sGame loads straight into play, no menuMatch the ad's first frame
3 to 8 sA hand or arrow shows the single inputTeach the verb without words
8 to 15 sPlayer repeats the action and sees progressBuild a sense of control
15 to 20 sLevel completes with a strong payoffFirst win, first reward
20 to 25 sLevel two preview or unlock appearsCreate a reason to continue

If your level one runs much past half a minute, look for what to remove.

Teaching the verb without text

Text tutorials slow players down and many skip them. Teach through the screen itself.

The first touch should feel good before it feels clever.

Matching the ad exactly

Players who install from an ad expect the thing they saw. If the ad shows a satisfying slice, level one should open on a slice that looks the same.

  1. Use the same camera angle and colour palette as the winning ad.
  2. Put the ad's key moment inside level one, not level three.
  3. Keep the art style identical. A cleaner ad than game reads as bait.
  4. Check the opening frame side by side with the ad before each test.

Mismatch between ad and game often shows up as fast drop-off in the first minute.

Setting up level two

The end of level one is a sales pitch for level two. Give players a reason to tap "next" rather than close the app.

Ways to create pull

In the hybrid-casual shift, that progress bar or reward often becomes the first hint of a meta loop. Keep it light in level one. A full shop screen is too much this early.

Testing level one before the paid test

Paid tests cost money, so check level one cheaply first.

If anyone gets stuck or describes a different game than the ad, fix level one before spending on traffic. Our guide to playtesting with ten people has a fuller method.

What we would do

We would design level one last, after the core mechanic and two or three later levels exist. It is much easier to build a perfect opening once you know what the game becomes.

We would then cut it down until it hurts, and time it with a stopwatch on a real phone. Every second we can remove before the first win is worth more than a new feature.

Finally, we would rebuild level one for every new ad creative that wins, so the game always opens on the moment that drove the install.

The short version

If you want a second look at your opening level before a publisher test, reach out.

Related reading: Why Most Hyper-Casual Prototypes Fail in the First Ten Seconds, Why Your Tutorial Loses Players in the First Minute, Level Design for Puzzle Games: Building 100 Levels Without Losing Your Mind

#Hyper-Casual#Game Design#Prototype#Retention#Testing
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