Gummble Ads

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.

What to notice

  • Rule in one second. Three pins, one character, no instructions text; the first wrong pull teaches the rule.
  • Ten-second loop. Short enough that a fail leads to an immediate retry, not a scroll.
  • CTA only at the end state. Win or lose, the store button appears after the outcome, where intent is highest.
  • Same logic, three outputs. The HTML playable and the two MP4 replays below come from one fixture; nothing is hand-animated.
Size
720×1280, 24 fps, 10 s loop, single HTML file
Built
2026-08
Engine
Canvas 2D, no framework

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.