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Re:The Growth of Hypercasual Games by krn320 on Tuesday April 02, 2019 @10:34AM (#19554484)
A good example would be Grass Cut or Helix Jump.

The main differences: - anyone (that includes kids and non-gamers) should be able to easily pick up and play the game - the simplest input possible, usually just tap anywhere on the screen - simple (primitive) graphics with high contrast and readability (again, so it doesn't confuse non-gamers)

So it's like a casual game but even more simplistic and stripped out of any depth.

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