Game library

Branded mini-games people actually replay

Six arcade games, skinned in your brand, embedded anywhere. Each one takes an email on play and puts the score on a leaderboard someone else wants to beat — which is the whole reason anyone opens it twice.

No credit card. All six games are on every plan.

Branded mini-games are short arcade games skinned in a company's colours and logo, embedded on a site or shared as a link to capture leads. adgamify ships six — Tap Rush, Stack, Snake, Glide, Vault and Bricks — each taking an email on play, with Glide averaging 7.4 plays per player.

Not sure which one

Pick by what you're trying to get out of it, not by which game looks best in a screenshot. The mechanic decides how long people stay and how often they come back.

The six games

Every game carries your colours, logo and copy. The settings below are the ones you actually tune in the editor — they change difficulty, and difficulty changes replay rate.

Glide

Glide

Best for the longest sessions and the deepest replay loop.

  • Difficultyfloaty / normal / intense
  • Bonus coins+5 in gaps
7.4average plays per player
Snake

Snake

Best when you want zero explanation — everyone already knows it.

  • Speedrelaxed / normal / fast
  • Wrap wallson / off
6.1average plays per player
Tap Rush

Tap Rush

Best for a timed round you can run at an event or in a story.

  • Round length20s / 30s / 45s
  • Pacerelaxed / normal / frantic
5.2average plays per player
Stack

Stack

Best when the brand needs to look clean — it's the most minimal of the six.

  • Block speedgentle / normal / fast
  • Perfect drop+25 bonus
replay rate not published
Vault

Vault

Best for a short attention span — a round is over in seconds.

  • Needle speedsteady / normal / swift
  • Target zonegenerous / standard / tight
replay rate not published
Bricks

Bricks

Best for a skill-led leaderboard where the top scores mean something.

  • Ball speedgentle / normal / fast
  • Paddle sizewide / standard / narrow
replay rate not published

Replay figures are averages from our own campaigns for the three games where we've published a number. The other three are live and working; we just haven't published a figure for them, and we'd rather leave a dash than fill the cell.

Choosing a mechanic

Match the mechanic to the campaign length

A spin-to-win resolves in one go. There's no reason to open it again, which is fine for a one-week giveaway and useless for a quarter-long campaign. A score-based game keeps working because someone else's number is sitting at the top of the leaderboard. If your campaign runs longer than two weeks, the mechanic matters more than the artwork.

Match the difficulty to the audience, not to your team

The people testing it internally will play it twenty times and want it harder. Your audience will play it once and decide. Start on the gentler setting — relaxed, floaty, generous — and tighten it only if the leaderboard flattens out. A game that's too hard doesn't feel challenging, it feels broken.

Decide where it lives before you build it

An embed on a landing page, a hosted link in an email, or a QR code on a stand each pull different traffic and want different round lengths. A 45-second Tap Rush works at a trade show stand where someone's already standing there. It's a lot to ask of a cold email click. There's a longer write-up on embedding a game on a landing page if that's the route.

Set the prize threshold where most people can reach it

A prize code released at a score only three players hit is a prize nobody wins and a campaign nobody talks about. Watch the leaderboard for the first day, then set the threshold near the median rather than near the top.

Side by side

Game Mechanic Round length Best for Plays / player
GlideEndless flight through gapsUntil you crashLongest sessions7.4
SnakeGrow without hitting yourselfUntil you crashInstant recognition6.1
Tap RushTimed tapping with decoys20–45 secondsEvents and stories5.2
StackDrop blocks in alignmentUntil you missMinimal brand look
VaultStop the needle in the zoneSecondsShort attention spans
BricksPaddle and ball, break the wallUntil you missSkill leaderboards

Every game in this table captures a username, email and opt-in, feeds the same leaderboard, and can release a prize code at a score threshold. The mechanic is the only variable.

What comes with every game

6games on every plan, no tier gates
~5 minfrom template to a live campaign
CSVexport of the audience, whenever you want it
$24.99per client, per month to publish

Lead capture, leaderboards, prize codes, opt-in tracking and full whitelabel are included at every tier — plans differ only on how many campaigns run at once. If you're running these for clients, the agency setup covers per-client workspaces and billing. If you're still comparing platforms, we put five of them side by side in Playable vs Adact vs Qualifio vs Brame, and the no-code guide covers what to check before you shortlist. For events specifically, see event lead generation games.

Questions about the games

What counts as a branded mini-game?

A short arcade game carrying a company's colours, logo and copy, published on that company's site or link. The game is generic; the skin, the leaderboard and the lead capture make it a marketing asset.

It's distinct from a playable ad, which is a creative unit built to run inside a paid media placement rather than an owned campaign.

Can we get a custom game built instead?

You can, from an agency or a studio — expect roughly six to ten weeks and $30k or more for a one-off build, plus maintenance afterwards.

These six are templates precisely so you don't do that. If your campaign genuinely needs a mechanic none of the six covers, a custom build is the honest answer and we're the wrong tool.

How far does the branding actually go?

Colours, logo, copy and domain. Players don't see adgamify anywhere in the experience — no badge, no interstitial, no powered-by line.

The game mechanics themselves stay as they are; you're theming a game, not commissioning one.

Do they work on phones?

Yes — all six are built for touch first, which is where most campaign traffic lands. Tap Rush, Vault and Stack are single-input games, so they work well from a QR code at a stand.

When exactly does it ask for an email?

After the first play, once someone has a score they care about. Asking before the game costs you most of the players; asking after it costs you far fewer.

Username, email and opt-in are captured together, and the whole audience exports to CSV.

Which game should we start with?

Snake if you want the fewest questions from stakeholders, Glide if you want the longest sessions. Both are safe first picks.

You can run more than one and compare — Growth covers three active campaigns at $59.99 per client per month.

Will a game bring us traffic?

No. It converts traffic you already have and gets more out of each visitor. It doesn't create an audience from nothing.

If your site gets a few hundred visits a month and you have no email list, put the budget into traffic first and come back to this.

Skin one in your brand and see how it plays

Pick a game, drop in your colours, publish it as an embed, a link or a QR code. About five minutes, and you'll know within a day whether the mechanic suits your audience.

No credit card. Publishing for a client starts at $24.99 per client, per month.