Bring fun and interactivity to your ads with the Catch Game Module, a dynamic tool that lets you create an engaging game where players catch falling items in a basket. You can customize the game by defining which items are "good" or "bad," setting lives, and tracking collected items to trigger different outcomes. Whether used for branded mini-games, promotional campaigns, or interactive challenges, the Catch Game Module keeps users entertained while driving engagement.
Use cases
Create highly engaging ads that invite users to interact
Increase brand recognition by including branded items into your game
Example
This example shows how to use the catch game module in combination of the counter and timer modules to create a fun little game.
As with all examples, you can request us to copy them over to your company so you can look at how they are built in detail.
Difficulty
This slider lets you change the difficulty of the game between very easy and insane. This will change the fall speed of items, as well as the amount of bad items spawned.
(Note that you can change the rate of bad items by including more of them, even by adding the same bad item multiple times as well!)
On catch animation
This dropdown lets you change the animation that is applied to items when they are caught. Currently, only "Scale up" is available, so you can ignore this setting.
Motion control
This toggle + slider lets you set up motion controls (gyroscope) for the catch game. The motion multiplier will let you modify the behavior (how much movement of the phone results in how much acceleration of the basket).
Basket
You can upload the asset used for the basket at the bottom here.
Autoplay
This toggle lets you change if the game automatically begins on load or not. If you turn it off, you can start the game via an event (for example an onclick on a button asset that will start the game).
Lose life on miss
This toggle lets you change the behavior when the user misses a good item. If turned on, missing a good item will reduce the lives by 1.
Number of lives
This field lets you change the number of lives a user starts with. They will be reduced by 1 if the user catches a bad item by default and also if you set up "lose life on miss" and the user misses a good item.
If the lives reaches 0, the game will stop. You have to handle a scene change or other types of results via interactions.
Timeout
This field lets you set the timeout duration. After the duration has been reached, the Catch game finished event will be called. Set it to 0 to not use this feature.
Good items / Bad items
The asset fields in the next 2 tabs let you add different graphics for different good or bad items. Ideally, setting up more than one each is recommended, since the module reuses objects to increase performance, meaning that there could be bigger gaps in between spawned items if you use too little items here.
Properties & Clickout
As for the Background module, the Catch game module allows you to change different properties like the opacity seperately in the "Properties" tab.
Also, you can set up a clickout link for the Catch game module as usual.
Interactions
The Catch game module offers all standard triggers & actions that the Background module offers as well. Furthermore, the Catch game module offers:
Triggers
Catch game catch bad item - Triggers if a user catches a bad item
Catch game catch good item - Triggers if a user catches a good item
Catch game catch item - Triggers if a user catches any item
Catch game finished - Triggers if user's lives reaches 0 or timeout triggers
Catch game resumed - Triggers if resume action has been used on the catch game module
Catch game paused - Triggers if pause action has been used on the catch game module
Catch game started - Triggers if the catch game starts playing (autoplay or via outside event)
Actions
The catch game can be influenced by other module's interactions with the following actions:
Start Catch game - Start the catch game (when not using autoplay)
Pause Catch game - Pause the catch game
Resume Catch game - Resume the catch game (if paused)
Finish Catch game - Trigger finish event of catch game (stop game)