The color palette for the game should bring the player's attention to the most important parts of the game. People also have some inherent biases regarding certain colors, for example, green is the color of harmony and safety, so using green for enemies will be confusing.
We have these main points that can aid us in becoming a more shareable game - a relatable narrative - something that players can relate to, preferably something that can appeal to them. Strong reactions and emotions from players. Humor and silliness work well, but curiosity and frustration also work well. In the end, you want the players to feel positive about the game so they want to share it with others.
Try out different camera angles for your games; sometimes the best camera angle for gameplay is not the best angle for marketing. CPI results can be dramatically improved by choosing the right camera angle!
You don't want hard difficulty to ruin your test results! You may have a level blocking player progress or perhaps the entire game is just too hard if the playtime of a game is stagnant. Most hypercasual games should have a relatively low level of actual challenge, whereas most of the challenge in hypercasual should be perceived.
In addition to making the game more appealing to players, a clear narrative also keeps players motivated to play the game until they reach a certain narrative milestone.
It is important to understand your players' motivations for playing the game. There is a need for the meta to expand on these reasons and strengthen the core of the game's apparel. For example, visual customization will be important if your game is about someone getting a makeover.