Why games beat coupons
A coupon bribes you to buy, but a game lets you join the fun. The moment somebody taps "play" they stop being an audience and start being a player, and players pay attention in a way that scrolling past a coupon never achieves. That's the whole pitch, really.
Our gamification works because it taps into the same loops as sports, slot machines and social feeds: a clear goal, instant feedback, a bit of challenge, visible progress, and some reason to come back. Done well it feels generous rather than manipulative. The player walks away with a story or a discount or a leaderboard rank, and your brand gets a slice of attention that you couldn't get any other way.
The principles we build by
- thirty seconds, not thirty minutes. A branded game should fit in the gap between a bus stop and a coffee order. If players need a tutorial, you've already lost them.
- Brand-native, not brand-skinned. A good campaign game isn't a clone with a logo slapped on. For us. The brand becomes the playground and the product becomes the toy.
- Channel-agnostic. Every game we ship is built with easy deployment in mind. Our most popular deployment method is a simple embed link that you drop into your website. We have also supported email campaigns in the past.
- Measure every interaction. Every interaction is an event. Session length, drop-off frame, top score, opt-ins, shares. If you can measure it, we dashboard it.
- Reward loyalty. A leaderboard, a code, a free sample, a chance to win. We like to give something back to the players.
The mechanics we love
Every brand brief is different, and our game engine supports unlimited variations. Our founders used their PhDs to build an AI that generates our campaign games with a focus on diversity. Below are some examples to give you an idea:
Rhythm tap
Guitar Hero, Beat Saber, Dance Dance Revolution. Notes fall, players hit them in time with the music. Perfect for music labels, drink brands, festivals. We built one for Skittles.
One-button flyer
Flappy Bird, Jetpack Joyride, Tap-to-Fly. One input, infinite difficulty, brutal high-score chase. Cheap to build, lethal to put down. Our Red Bull Flugtag demo lives here.
Breakout & paddle
Breakout, Arkanoid, Pong. Bounce a ball, smash bricks, collect tokens. Branded bricks become products, ads, or coupons that drop on hit.
Platformer
Mario, Sonic, Celeste. Run, jump, dodge, collect. Pair a mascot with a side-scrolling world and you have an instant brand universe.
Endless runner
Temple Run, Subway Surfers, Crossy Road. Auto-forward motion, swipe to dodge. Distance is the score, milestones unlock prizes.
Match-3
Candy Crush, Bejeweled. Swap and match icons of the same kind. Branded candies, products, or logos become the game pieces.
Reveal & scratch
Scratch cards, on-pack reveals, instant-win mechanics. Low effort, instant gratification, ideal for FMCG and retail. Our Popp Feinkost Diamond Hunt is built on this.
Spin the wheel
Wheel of Fortune, fortune teller, gacha pulls. One tap, one outcome, one prize. The simplest gamification mechanic and still one of the most effective.
Slot machine
Three-reel pulls, near-miss psychology, jackpot moments. Used responsibly: a daily-spin loyalty loop that brings users back every 24 hours.
Memory match
Pairs, Concentration, Simon Says. Flip cards, find the duplicates, memorise the sequence. Quick wins, brand assets as cards.
Snake & grow
Snake, Slither.io, agar-style growth. Eat, grow, don't bump. Effortless to learn, addictively replayable.
Puzzle drop
Tetris, 2048, block-fit puzzles. Spatial reasoning meets escalating speed. Fits brands that want to feel smart and design-forward.
Whack-a-mole
Pop the moles, hit the targets, tap the deals. Reflex over strategy. Surprisingly satisfying with the right haptic feedback.
Aim & shoot
Angry Birds, Worms, basketball arcade. Pull back, predict the arc, score. Pairs beautifully with physics-based brand mascots.
Tower defense
Place, upgrade, defend. Strategic depth in a five-minute session. Excellent for tech and B2B brands that want to feel "intelligent".
Idle clicker
Cookie Clicker, AdVenture Capitalist. Tap, accumulate, upgrade, automate. Brings users back daily for incremental progress.
Hidden object
Spot the difference, find Waldo, scavenger hunts. Pixel-perfect attention, perfect for product launches with rich illustrated worlds.
Stack & balance
Stack, Tower Bloxx, Jenga. Drop blocks, build high, don't topple. Visually photogenic, share-worthy fail states.
Trivia & quiz
HQ Trivia, Kahoot, Akinator. Knowledge meets timer pressure. Best for educational brands, banks, and anyone with a story to teach.
Geo & AR hunt
PokΓ©mon GO, on-pack QR hunts, AR camera reveals. Bridges the physical product to a digital reward. Pure gold for retail activations.
Drag, drop, design
Customise a mascot, build a burger, design a sneaker, then share it. User-generated content as the game loop. Best for personalisation-heavy brands.
Advent & daily streak
One door, one prize, one day. Twenty-four touches with your brand instead of one. The seasonal heavyweight every Q4.
How to pick a genre for your brand
First, we will ask you about your goals. If you want reach and social shares, pick something with a leaderboard and an obvious fail state. A flyer, a runner, a stack-and-topple. If you want loyalty and repeat visits, pick something with a daily reset, like a wheel, a slot, or an advent calendar. If you want to teach a product feature, a trivia, a hidden-object game, or a drag-and-design will do more than any explainer video.
Then think about the audience. Gen Z will play anything that screenshots well. Gen X wants something they can finish in two minutes between meetings. Players need no text instructions and rely on visual cues, whereas B2B audiences usually appreciate a little strategic depth.
And then the channel. In the past we focused on post-checkout reward games to grow brand retention. But the world is your oyster - you let us know what we're building for, and we'll deliver.
Want a branded game?
We can ship one in days, not months. Tell us your brand, your channel, and your goal, and we'll come back a demo by the end of the week.