● PLAYABLE DEMO
Viper's Knot
A board of knotted snakes, each one facing its own way out. Find the ones that can move.
Read the knot, then commit
Snakes lie tangled across a grid, each pointed at an exit. Tap one whose lane is clear and it slithers away; tap one that is blocked and it hisses and takes seconds off your clock. Clear the whole burrow before time runs out.
Every tap is a small deduction rather than a reflex, so the game rewards looking before moving — and the penalty for guessing is exactly what stops people from tapping at random. Later burrows add portals that reroute a lane and a crawler that inches forward on its own, so a board you read correctly ten seconds ago is no longer the board in front of you.
A burrow takes well under a minute and ends in a score, which makes it easy to drop into a campaign: quick enough that nobody bounces, sharp enough that people replay to beat their own board.
Eight snakes, one lit grid
Bright cartoon snakes — eight distinct species, each with its own banding and colour — laid over a dark earthy board with glowing exits. The style is friendly rather than creepy, deliberately, so it reads as a puzzle toy instead of a reptile game.
The board is data and the snakes are drawn shapes, so the pieces on it are the easiest thing in the whole catalogue to replace: swap the snake for any object that has a head, a body and a direction, and the puzzle is unchanged.
What changes when it's yours
The snakes become your products, characters or icons and the exits become your categories, so clearing a board is a small tour of your range. The timer and the score screen carry the reward, and because a round is short, it fits a scan-to-play activation or an in-store screen as comfortably as a landing page.
Other mechanics we can build on
- 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.
- PLAYABLE DEMO
Endless runner · One thumb · Web
Crowd Surge
Steer a growing squad into the gate worth taking and shoot the other one until it is. The gates are where your offer goes, so every choice is a message someone actually reads.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.