Introduction
This essay critically analyses five popular casual mobile games, focusing on their design elements, mechanics, and player engagement strategies from a game design perspective. Casual mobile games, typically defined as accessible, easy-to-learn titles with short play sessions, have become a dominant force in the gaming industry due to their broad appeal and profitability (Juul, 2010). As a game design student, this analysis aims to dissect the strengths and limitations of each game, exploring aspects such as user interface (UI), monetisation models, and gameplay loops. The selected games—Candy Crush Saga, Among Us, Subway Surfers, Words With Friends 2, and Clash of Clans—represent a diverse range of genres and approaches within the casual gaming sphere. By evaluating these titles, supported by screenshots (not included in text format but referenced for context), this essay seeks to contribute to a deeper understanding of effective casual game design principles. Additionally, a sixth game, Angry Birds, will be reviewed for bonus consideration.
Candy Crush Saga
Candy Crush Saga, developed by King in 2012, remains a benchmark for match-three puzzle mechanics in casual gaming. Its core gameplay involves swapping candies to create matches of three or more, triggering combos and clearing levels within limited moves. The game’s vibrant visuals and intuitive UI make it instantly accessible, aligning with Juul’s (2010) concept of casual games as low-barrier entertainment. However, its reliance on a freemium model, with in-app purchases for extra lives or boosters, raises ethical concerns about player exploitation, especially among younger audiences. Progression becomes increasingly difficult without purchases, creating a ‘pay-to-win’ perception (Zagal et al., 2013). A screenshot of the level progression screen (not included here) would highlight the game’s colourful design and energy mechanics as both engaging and restrictive. While the game excels in short, addictive play sessions, its aggressive monetisation somewhat undermines player autonomy.
Among Us
Released by InnerSloth in 2018, Among Us gained massive popularity in 2020 as a social deduction game. Set on a spaceship, players collaborate to complete tasks while identifying ‘impostors’ among them. Its minimalist graphics and simple controls cater to casual players, yet the game’s strength lies in emergent social interactions, a rare feature in this genre (Nicholson, 2015). However, the lack of structured tutorials initially alienates new players, and server issues during peak popularity highlighted scalability flaws. A screenshot of the discussion screen (not included) would reveal how text-based communication drives suspicion and strategy. Although monetisation through cosmetic microtransactions is less intrusive, the game’s dependence on multiplayer engagement limits solo enjoyment. Among Us demonstrates how social dynamics can elevate casual gameplay, though accessibility barriers persist.
Subway Surfers
Subway Surfers, launched by SYBO Games in 2012, is an endless runner game where players navigate a character through urban environments, dodging obstacles and collecting coins. Its fast-paced mechanics and smooth touch controls epitomise casual gaming’s ‘pick-up-and-play’ ethos (Juul, 2010). The game’s frequent updates, including themed events, maintain player retention, but repetitive gameplay can lead to fatigue. Monetisation via ads and in-app purchases for character skins feels less aggressive than in Candy Crush, though ad frequency disrupts flow. A visual of the game’s dynamic environment (not included) would underscore its polished art style as a key engagement factor. Ultimately, Subway Surfers excels in accessibility but struggles with long-term depth, a common limitation in endless runners.
Words With Friends 2
Words With Friends 2, developed by Zynga in 2017 as a successor to the original, reinvents the classic word game Scrabble for mobile audiences. Players compete to form words on a digital board, earning points based on letter values. Its asynchronous multiplayer mode suits casual players with irregular schedules, while daily challenges add solo engagement (Nicholson, 2015). However, the game’s UI feels cluttered, with excessive notifications pushing premium features, which detracts from user experience. A screenshot of the game board (not included) would illustrate both the familiar layout and intrusive ad placements. While intellectually stimulating, the game’s social appeal is limited by a slower pace compared to other casual titles. It succeeds in niche engagement but lacks universal draw.
Clash of Clans
Clash of Clans, released by Supercell in 2012, blends strategy and casual gameplay, tasking players with building villages, training troops, and battling others. Its time-based mechanics, such as building upgrades, encourage regular check-ins, fostering habit formation (Zagal et al., 2013). The game’s social elements, like clans, enhance community engagement, though its freemium model heavily incentivises spending on ‘gems’ to speed progress. A screenshot of a village layout (not included) would showcase the game’s detailed visuals and progression appeal. Critically, the slow pace of free-to-play advancement frustrates casual players seeking instant gratification. Clash of Clans exemplifies strategic depth in casual gaming but risks alienating players with its monetisation barriers.
Angry Birds (Bonus Review)
Angry Birds, first released by Rovio Entertainment in 2009, pioneered casual mobile gaming with its physics-based puzzle mechanics. Players launch birds at structures to destroy pigs, using slingshot controls that are both intuitive and skill-testing. The game’s charm lies in its humorous tone and accessible design, aligning with casual gaming’s core tenets (Juul, 2010). However, later iterations introduced intrusive ads and microtransactions, diluting the original simplicity. A screenshot of a level (not included) would highlight the game’s iconic visuals and destructible environments. While Angry Birds remains a cultural touchstone, its relevance has waned against newer, more dynamic titles. It showcases foundational casual design but struggles with modern expectations.
Discussion and Implications for Game Design
Across these analyses, several themes emerge. First, accessibility—through simple controls and short play sessions—remains central to casual mobile games, as seen in Subway Surfers and Candy Crush Saga. Second, monetisation strategies, while often profitable, risk player alienation when overly aggressive, as in Clash of Clans. Third, social mechanics, evident in Among Us and Words With Friends 2, can significantly boost engagement, though they require careful balancing to avoid exclusivity. Finally, while visual design and UI are critical for initial appeal, as in Angry Birds, sustained interest often demands innovation or depth, an area where some titles falter. From a game design perspective, these insights suggest a need to balance profitability with player satisfaction, prioritise intuitive interfaces, and explore social or emergent gameplay to enrich casual experiences. Future designs might focus on ethical monetisation and hybrid mechanics to cater to diverse player needs (Nicholson, 2015).
Conclusion
This critical analysis of six casual mobile games—Candy Crush Saga, Among Us, Subway Surfers, Words With Friends 2, Clash of Clans, and Angry Birds—reveals the multifaceted nature of casual game design. While each game excels in accessibility and short-term engagement, challenges such as aggressive monetisation, repetitive mechanics, and limited depth often undermine long-term player retention. Social and strategic elements, when implemented effectively, can elevate casual titles beyond mere time-killers, as seen in Among Us and Clash of Clans. For aspiring game designers, these findings underscore the importance of balancing commercial goals with player-centric design, ensuring that casual games remain both profitable and enjoyable. Indeed, the evolving landscape of mobile gaming demands continuous innovation to meet player expectations while addressing ethical concerns, a challenge that future developers must embrace.
References
- Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.
- Nicholson, S. (2015) A recipe for meaningful gamification. In: Wood, L. C. and Reiners, T. (eds.) Gamification in Education and Business. Springer, pp. 1-20.
- Zagal, J. P., Björk, S. and Lewis, C. (2013) Dark patterns in the design of games. In: Foundations of Digital Games Conference Proceedings, pp. 39-46.

