Hay Day’s Player-First Strategy
As I do with every one of my buildings, I began composing this post few days ago. First play for 2 weeks, then do the center iteration, break down the center iteration, analyse the difference between names etc. that are standard However, what I found with Hay Day is the magic is not only in attributes or the center iteration.
Hay Day is a wonderful game and all of US understand it. It is a farming game but it is not ‘just another farming game’. It feels refreshing, despite not really having anything new or revolutionary. For me, what makes hay day cheats so great is the team who made it took a step back.
Rather than smacking new components into an overworked genre, those essential components that made the complete genre successful are really emphasized by Hay Day. So when a cherry on the very best, it is made tablet first, which will be a difference you feel and can actually see.
The magic of hay day hack is in how the game was designed with a player-first strategy in head, which is unfortunately something we programmers tend to forget too frequently.
XP earned by player activities enables player to level up. With each amount up players unlock new methods to create resources that are different and therefore diversify and grow their farm.
A chat with Timur
Timur did you find yourself doing a farming game?
We wished to produce an amusing game to get a big crowd and nothing actually says mass market in social games more than farming. Obviously, we understood that we were going to enter the competitive section in gaming, but in a different light we saw it in the exact same time.