Playable ad example: Capy Rescue
An HTML5 playable we built for our own game studio, embedded here exactly as it ships. Tap the yellow pin heads (or press 1, 2, 3). R or Retry restarts.
Win and fail replays
Win: pins 1 → 2 → 3.
Fail: pin 2 or 3 first.
Build notes
Reconstructed canary from the Openverse playable lab (BopBits). Pull pins 1 → 2 → 3 to win; pulling 2 or 3 first loses. The end state shows a CTA that opens the configured store URL. One shared logic/renderer exports the HTML playable and both MP4 replays from the same fixture.
Checklist we used before calling it shippable: the HTML runs offline as one file; no external requests; the CTA opens in a new context; both replays are rendered headlessly and compared frame-by-frame against the live canvas; a render-error check fails the build on any console error.
Questions
What is a playable ad?
A small interactive ad (usually a single HTML file under a few MB) that lets the viewer try a slice of the game or app before the store CTA. Networks such as AppLovin, Unity, ironSource, Meta and Google each have size and API rules; the creative is the same idea everywhere.
Why ship the win and fail videos too?
Most placements still need a video fallback, and the end-card video doubles as a normal ad. Rendering both from the same logic means the video never drifts from what the playable actually does.
Can Gummble Ads make a playable for my game?
Not yet. Playables are on the roadmap and not part of the plan. If you need one, tell us what engine your game runs on; it shapes what we build next.
What does 'pull pins 1 → 2 → 3' mean?
The pin-rescue mechanic: three pins hold hazards and rewards; pulling them in the right order rescues the character, any other order loses. It is popular because the rule is learnable in one second without text.