recently I developed few games for mobile devices in the style of the Ketchapp games:
- Simple premise, maximal fun.
Just like those games, I took most of unnecessary things out so the games were stripped to basics.
With basics I mean the games was about avoiding to fall a platform like ZigZag.
However, my games end up pretty boring, despite having sweet graphics.
The quality of the graphics has no bearing on the game's fun. Games should look good, but graphics are not involved in fun. The graphics can have an impact on engagement, though; if the game's character is endearing, and looks scared of falling, or looks terrified when falling, that helps the player want to keep the character from falling. The player becomes more engaged - more inclined to play.
Im not sure what factors I need to take into account to make the game simple but addictive,
So you say the heart of the fun is "not letting the character fall." Take a look at Limbo. In Limbo, the goal is to not let the character fall, but not only that. The character also shouldn't be crushed by falling objects, or impaled by monster horns. And the character needs to get through the game world to the other end.
If your game is only about not falling, that can still work, provided that there's another goal of some kind. One way to not fall is to stand in one place, but that is boring. There needs to be a primary goal, and "don't fall" is only the secondary goal.
In order for a game to be more than just a "patience level indicator," the difficulty needs to ramp up slowly. The difficulty can be presented in interesting ways. There can be places where the character is safe from falling while remaining stationary, and there can be places where the character mustn't stand still because falling is inevitable over time. There can be enemies of varying types, who act in ways the game mechanic provides defenses against. Then the enemies and the places can be compounded in challenging but overcomable ways. (Spellcheck flagged "overcomable" but that should be a perfectly cromulent word for game designers.)
Am I making sense?
I know that the question is a bit broad, and the topic my not be in the right forums
It's in the Game Design forum. That's absolutely the right forum for this question.