Glide
Best for the longest sessions and the deepest replay loop.
- Difficultyfloaty / normal / intense
- Bonus coins+5 in gaps
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.
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.
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.
Best for the longest sessions and the deepest replay loop.
Best when you want zero explanation — everyone already knows it.
Best for a timed round you can run at an event or in a story.
Best when the brand needs to look clean — it's the most minimal of the six.
Best for a short attention span — a round is over in seconds.
Best for a skill-led leaderboard where the top scores mean something.
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.
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.
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.
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.
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.
| Game | Mechanic | Round length | Best for | Plays / player |
|---|---|---|---|---|
| Glide | Endless flight through gaps | Until you crash | Longest sessions | 7.4 |
| Snake | Grow without hitting yourself | Until you crash | Instant recognition | 6.1 |
| Tap Rush | Timed tapping with decoys | 20–45 seconds | Events and stories | 5.2 |
| Stack | Drop blocks in alignment | Until you miss | Minimal brand look | — |
| Vault | Stop the needle in the zone | Seconds | Short attention spans | — |
| Bricks | Paddle and ball, break the wall | Until you miss | Skill 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.