Games aren't just about fun. They're often about playing out some kind of fantasy. Like you can have something with 10/10 graphics, better than Stardew Valley, but Stardew Valley players aren't going to just buy a clone. They might switch to something with different gameplay though, like My Time At Portia.
Nobody fantasizes about arrows. You can make it a little livelier, like having a child find her cat.
Puzzles and match 3 are actually some of the lowest performing on average. But Candy Crush makes more money than StarCraft II. With games, you have to be in the top 10%. With casual, maybe closer to top 1%.
Wordle is about warming up the brain before work every morning, with colleagues. Sudoku makes you feel like you're good at math. Candy Crush is just plain juicy. Watch the ads for Candy Crush. It sells the fantasy of getting two 5-matches next to each other without strategy or effort.
With games like this, you might want to spend half the dev time on polish, or the game dev term being juice.
It's fun enough to sell I think. Casual games don't need to be fun. To use a food analogy, they're like snacks. They don't need to be filling; they're just there to munch on. The analogy works great for Candy Crush - it's just sweet and doesn't try to be more.
> With games like this, you might want to spend half the dev time on polish, or the game dev term being juice.
see also: 2012 talk "juice it or lose it" https://www.youtube.com/watch?v=Fy0aCDmgnxg
"A juicy game feels alive and responds to everything you do tons of cascading action and response for minimal user input."
I love the video! I will make sure to add some juice to my game! It's going to drip
This is a great feedback, and very good analogies. Thank you! I guess there's not much of middle ground where I would make living with a casual game. You are either a millionaire or it flops.