● PLAYABLE DEMO
Crowd Surge
A one-thumb runner where every gate is a decision, and the decision is your message.
Pick the right gate, or shoot it until it is
You hold one finger down and steer a squad along a corridor. Gates come in pairs and each one changes the squad — one multiplies it, one cuts it down — so the whole game is a stream of two-way choices made at speed.
The twist is that a bad gate is not final. Your squad fires continuously, so shooting a weak gate long enough turns it into a good one. That gives a player something to do between decisions and rewards the ones who commit early.
A run lasts under a minute and ends in a number, which is what makes it work as a campaign piece: it is short enough to finish on a first tap and repeatable enough that people go again.
Low-poly squad, neon corridor
Simple stylised characters against a high-contrast corridor, built so the gates read instantly at arm's length on a phone. Nothing in the scene is photoreal, which is deliberate — flat, bold shapes survive being restyled far better than rendered detail does.
Characters, corridor, gate frames, sky and particle colour are all separate layers, so the whole scene can take on a brand palette without touching how the game plays.
What changes when it's yours
The gates carry your offer — product versus product, plan versus plan, or a straight yes/no on a campaign question — and the end screen carries your reward and your call to action. The squad becomes your characters, mascot or product, and the corridor becomes your world.
Other mechanics we can build on
- PLAYABLE DEMO
Base defence · Drag to move · Web
Crown Rush
Move the king, let him fight, pour the coins into the next building before the wave lands. A long, unhurried session, for when you want people to stay a while.
- PLAYABLE DEMO
Arcade dodger · Draw to move · Web
Neon Wire
Hold to draw a wire and the wheel sticks to whatever you paint, while the ink drains as you draw. Quick to learn, hard to put down — built for a single-session push.
- PLAYABLE DEMO
Fishing · Hold and release · Web
Deep Line
Sink the hook, catch what you can, then reel it up before the line snaps. A collection loop with dozens of catchable items — drawn as your products or rewards.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.