35–45 second playable ads, packaged for 9 ad networks, 48-hour trial delivery.
This is a real playable ad file, not a video. It runs exactly as it would inside an ad slot.
Tap a branch to lift the top bird, tap another branch to move it. Sort all four birds of each colour onto one branch to trigger the end card and PLAY NOW call-to-action.
One build, packaged per network — each file checked against that network's size limit and install call.
| Network | Package | Install / CTA call |
|---|---|---|
| Meta | ZIP, 5 MB (HTML inside 2 MB) | FbPlayableAd.onCTAClick() |
| ZIP, 5 MB | ExitApi.exit() | |
| AppLovin | Single HTML, 5 MB | mraid.open(store) |
| Unity | Single HTML, 5 MB | mraid.open() |
| Moloco | Single HTML, 5 MB | FbPlayableAd.onCTAClick() |
| Mintegral | Single HTML, 5 MB | window.install() |
| Liftoff | ZIP, 5 MB | postMessage("download") |
| Pangle | ZIP, 5 MB, with config | openAppStore() |
| Generic MRAID | Single HTML, 5 MB | mraid.open() |
A fictional jewel game, recreated as a playable ad — the way we rebuild your game from a gameplay recording. Same game, same board, two openings.
Version A is tuned so good play reaches the target and wins — the satisfying version. Version B runs the identical board with a tighter target: the same good play finishes just short, and the end card says “so close”.
Win hook vs. near-miss hook is the oldest A/B test in mobile user acquisition — and it can only be run if both versions exist. This variant service is what UA teams actually buy: one game, multiple hooks, tested against each other with real spend.
Both files are single, self-contained HTML (about 26 KB each) with swipe and tap controls, a guided first move, tiered praise effects with sound, a mute button, score/target HUD and store-style end cards built in.
The exact Gem Quest board above, reskinned as a fruit game: new artwork, new branding, a fresh colour theme — the engine, the board and the designed win underneath are identical. This is the fastest variant we sell: your game's characters and art on a proven, tuned mechanic.
Strawberries, oranges, grapes, lemons and watermelon slices replace the jewels; the swipe controls, guided hint, praise effects and win tuning carry over unchanged. Play it — the first swipe scores the same 70 points as the gem version.
For a client, a reskin means a fresh creative for a new audience, a seasonal theme, or a regional version — without re-testing a new mechanic from zero.
Three proven mechanics, rebuilt as playable ads with your game's art and branding.
A sort puzzle: group the birds by colour. Simple to learn in seconds, satisfying to finish — a strong fit for casual and puzzle games.
One match-3 game, two hooks: a guaranteed-win version and a near-miss version, built for A/B testing — the variant service UA teams actually buy. Plus a full fruit reskin of the same engine.
Place towers, hold the wave, feel the upgrade. A lane-defense slice for mid-core and strategy titles. In production — available for client briefs on request.
Fixed prices, agreed before we start. You supply a gameplay recording or screenshots and your store link — we do the rest.
One playable ad from your game's recording or screenshots, packaged for all 9 networks. 48-hour delivery.
A polished playable with custom art and sound, tuned difficulty, and one revision round included.
A/B variants, reskins and monthly batches for ongoing creative testing. Priced per batch, volume discounts apply.
Trial pricing for our first clients — locked in for your first order.
Send your game's store link and a short gameplay recording — we'll reply with a concept and a fixed quote.
devinhou1989@gmail.com