Hyper-casual documentFull Game Design

Game design document for a hyper-casual game: one-touch mechanic, short levels, difficulty and ad breaks

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  • If you do not respond within 3 days of delivery, the work is accepted automatically.

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Game design document for a hyper-casual game: one-touch mechanic, short levels, difficulty and ad breaks

Example result

Example for the Standard package

Game design document: a cosy puzzle game about running a plant shop

1. Concept

Little Greenhouse is a relaxing puzzle game for phones. The player matches seeds on a grid to grow plants, sells them in a small shop and slowly turns an empty greenhouse into a busy, beautiful one. Sessions last 3–5 minutes; there are no timers and no way to lose progress.

Audience: adults 25–45 who play in short breaks and like calm, tidy games.

2. Core loop

  1. Match: swap seeds on a 6 × 6 grid; three in a row sprout a plant.
  2. Grow: sprouted plants fill customer orders shown above the grid.
  3. Sell: finished orders give coins and stars.
  4. Decorate: stars unlock shelves, pots and new plant kinds, which add new seed types to the grid.

5. Levels (3 of 10)

LevelGoalNew elementMoves
1Grow 5 basilMatching basics20
4Fill 2 orders of mint and basilOrders with two plants22
9Clear 6 weeds, grow 8 fernsWeeds that spread each turn26

8. Economy (main currencies)

CurrencyEarned bySpent on
CoinsOrders, daily giftPots, shelves, extra moves
Stars1–3 per levelUnlocking new plant kinds

Files: Word and PDF. It is a document, not a game: we make no art, sound or code. The economy numbers are a starting point for the studio's own tests.

Client: a two-person indie studio with a prototype of a match-and-grow puzzle for phones. Task: turn their notes into a document they can build from and show to a publisher. Standard package: up to 20 pages, 10 sections, 10 levels, 8 characters and 8 interface screens, with economy tables. Excerpt below.

The client and all details are made up.

About this service

A hyper-casual game is understood in three seconds: one touch, one rule, a level that lasts under a minute and a reason to tap Again. The document fixes that mechanic, how a level is won or lost, how difficulty rises, what the player unlocks and where ads appear without spoiling play, so you or your developer can build a prototype fast. Send the mechanic idea, the platform, games of this kind you like and how you plan to earn. You get a Word and PDF document with levels, screens and progression; from Standard a table of coins and prices, and in Premium reward and cost tables and a milestone plan. It is a document, not a game: no art, sound or code, and we run no test ads. How long players stay and what ads bring is for your own tests to show.

What is included

  • What you getA Word and PDF document: the idea and audience, the one-touch mechanic, how a level is won and lost, levels with their goals and obstacles, unlockable characters or skins, interface screens, progression and ad and purchase ideas, as many as your package covers. From Standard, a table of coins and prices; in Premium, reward and cost tables, more levels and variants and a plan from prototype to release.
  • One-touch mechanicThe single action and how it feels on screen
  • Win and loseWhat ends a level and how fast the player retries
  • Difficulty rampHow levels get harder without feeling unfair
  • UnlocksSkins, characters or worlds that give a reason to return
  • Ad breaksWhere ads go and how often, as ideas to test

How it works

  1. 1
    IdeaYou describe the mechanic, the platform and games you like
  2. 2
    DocumentWe describe the levels, difficulty, unlocks and ad breaks
  3. 3
    DeliveryYou get the document in Word and PDF on the order page
  4. 4
    ChangesYou read it and ask for changes within your package

What we need from you

The mechanic in one or two sentences (stack, cut, run, merge, aim), the platform, two or three hyper-casual games you like and what makes yours different, how long one level should take, how the game should earn (ads between levels, rewarded ads, a no-ads purchase) and any limits, such as a short build time, one person building it or simple 3D shapes only. You may attach notes, sketches or a draft as images, Word or PDF files, up to 3.

We will ask you:

  • What is the one action?
  • Platform and level length
  • Which hyper-casual games do you like?
  • How should the game earn?

Compare packages

PackagesBasicHyper-casual concept, up to 8 pages$16StandardHyper-casual document, up to 20 pages$33PremiumFull hyper-casual document, up to 35 pages$67
Deadline2 days3 days5 days
Revisions123
Pagesup to 8up to 20up to 35
Sections61014
Levels describedup to 3up to 10up to 20
Characters or unitsup to 3up to 8up to 15
Interface screensup to 4up to 8up to 15
Economy tablesNomain currencies and pricescurrencies, rewards, costs and progression curve
GenreHyper-casualHyper-casualHyper-casual
Order BasicOrder StandardOrder Premium

Payment protection

You pay when you order, but the money is released only for accepted work.

  • Fixed priceThe package price does not change after you pay.
  • The money is reservedWhen you pay, the amount is only reserved. It is released to the service once you accept the work.
  • Checked before deliveryEvery result goes through a quality check before it reaches you, and you see it on the order page before accepting it.
  • Free revisionsAsk for changes within your brief as many times as the package allows.
  • Acceptance after 3 daysIf within 3 days of delivery you neither accept the work nor ask for changes, it is accepted automatically. If you write in the order chat after delivery, the order waits; once we answer, we may start the 3 days again and will say so in the chat.
  • Redo or a full refundIf the result does not match your brief and the revisions did not fix it, or the work takes more than twice its deadline, write in the order chat: we will redo the work or refund the payment in full.
How it works →

Questions and answers

Will you make the game or a prototype?

No. It is a document: the mechanic, levels and the rest in words and tables. Art, sound and code are not included; you or your developer build the prototype from it.

How many levels are described?

Up to 3 in Basic, up to 10 in Standard and up to 20 in Premium, each with its goal and obstacles. Beyond that, the document describes the pattern by which difficulty keeps growing.

Can you plan a test for a publisher?

The document can list what to measure in a first test, such as how many players reach level 5, as ideas. We do not buy ads, run campaigns or contact publishers.

Will the game earn from ads?

We cannot promise that. Ad placement and prices in the document are a starting point to test with real players, not a forecast of income.

Can it be like a hit game I know?

A mechanic can be a reference, but the design stays your own: we do not copy another game's characters, names, levels or art.

Did not find your answer?

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