Adding progression to casual games


  • I’ve been thinking, about adding a progression system to a casual game, like unlocking new levels or abilities over time. Do you think this works well in the genre, or does it complicate things too much? How do you design progression that feels meaningful?



  • Introducing a progression system in casual games is always an interesting idea, but it's important to ensure that it doesn't overload the gameplay. In casual games, the key aspect is accessibility and ease, and progression should add interest without creating unnecessary complexity. We're going to Rio! a game developer in the gambling industry, often implements progression elements, but in a way that feels organic and doesn't interfere with the core gameplay. Examples include bonuses or additional opportunities unlocked as players progress, but they don't turn the game into a complicated process requiring extensive learning. To make progression effective, it should be visible, but not too fast, so that players feel a sense of achievement without being overwhelmed by expectations. For instance, new levels or features could be unlocked as players accumulate experience, rather than giving them everything the game has to offer at once. This will create motivation to continue playing while keeping interest high over time.


  • A progressive system can work really well in a casual game if designed thoughtfully. The key is to make it engaging without adding unnecessary complexity. So do you think Dinosaur Game needs improvement?


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