They nonetheless agreed that they could take a step further to lower the CPI to increase the game’s scaling potential. Slice it All!’s initial results showed super promising metrics, and the teams were confident that the core gameplay was strong enough to become a hit. The game hit a 27c CPI, 43% D1, and 14-minute average playtime. The teams added randomly generated levels that tend to work super well with runners, as you don’t need to add many elements to have a fully functional version of the game. Slice it All! applied the same concept as Flappy Dunk, but Tummy decided to make the gameplay both more forgiving and more satisfying for today’s players. The team kept things as simple as possible for the first version, focusing on combining the basic tap-timing mechanic with the slicing movement. Combining these two tried-and-tested elements was an excellent example of innovation in the hyper-casual space, and from the very first build, the game showed the promising metrics that every studio hopes for. Connecting this back to the ASMR/slicing trend, already big on social media platforms such as TikTok, the team merged the tap-timing mechanic with this super satisfying slicing theme. They were watching videos of iron cutting on Youtube, and spotted potential for virality thanks to the super satisfying feeling that the videos created. They naturally looked at current social media and internet trends to find inspiration. The teams decided to apply our ‘change the toy, keep the rules’ guideline, as presented in our Publishing live streams, and the next question for Tummy Games was how to take this successful mechanic and modernise it for today’s audience. We recognised that this was down to the tap-timing mechanic, which has proven its worth in the hyper-casual space, although it is super difficult to execute. They realised that a hyper-casual classic, Flappy Dunk (left), released in 2017 in collaboration with the studio Acid Cousins, still had a super impressive D7 score of around 20%, despite the years that had gone by. One of our Publishing Managers had recently done extensive research on past hyper-casual hits. Since their first hit game with Voodoo, Tummy Games have regularly contacted our Publishing team, participating in brainstorming sessions and coaching calls. So how did Tummy Games come up with such successful gameplay? We can actually break Slice it All! down into two key components: firstly, the tap-timing mechanic, and secondly, the ASMR/slicing feeling. Innovative ideation: modernising a hyper-casual niche The mechanic takes some time to pick up and master, which adds a balance between satisfaction and frustration, especially as you begin to familiarise yourself with the gameplay and mechanic! It also makes the game more rewarding once you start to get the hang of it. For those of you who have played it already. The game applies a tap-timing mechanic for you to move the knife and incorporates the ASMR/slicing feeling with each cut, which increases player satisfaction to the max. Your second goal is to slice as many of the obstacles as you can, picking up points and coins along the way. Slice it All! is a pretty straightforward runner – your overall objective is to get your knife from point A to point B without falling off the platform and failing. Let’s take a look at how Slice it All! went from prototype to worldwide hit, including the ideation process, modernising an existing hyper-casual mechanic, and five top tips on reducing CPI in runners. Tummy Games teamed up with Voodoo over two years ago, and this is our second hit game together! One of our top innovation techniques is ‘change the toy, keep the rules’, and they managed to bring this to life by combining a niche hyper-casual mechanic from two years ago with a contemporary social media trend. The game hit number 1 in the iOS games charts in 35 different countries across the world, including the United States, just weeks after its release. Slice it All! is the brand new hit game by the Serbia-based studio Tummy Games. (Don’t worry, they gave the go-ahead to share it.) You can find the original on their site, here. Editor’s note: This story was so great, we pinched it from Voodoo.
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