Editor Feature
A finished game you re-skin, not rebuild
A playable ad lets a potential player try the core loop before they download, which is why playables tend to beat static creatives on install rate and post-install quality. Building one from scratch usually takes a game developer several weeks. The game template library cuts that to hours with 111 ready-made mini-games: match-3, water sort, onet, merge 2048, memory, spin wheel, idle merge, flow connect, spot diff, hidden object, slide puzzle, flood fill, whack-a-mole, bubble shooter, jigsaw, scratch card, stack tower and more. Each one is wired up and waiting for your art.
Every template keeps game logic separate from presentation. You replace images, change colors and edit text in the visual editor without touching code. The game logic (grid evaluation, collision detection, win conditions, scoring and animation) comes with the template and stays the same in every variant you make. An art director on a water sort campaign can produce a dozen asset variants in the time one from-scratch build would take.
Every one of the 254 prebuilt playables exports on every plan, Free included. On any plan you can swap a template's art and audio, reposition and animate its objects, and, once signed in, edit its copy, colors and type. Starting a game template from scratch, or changing a template's structure (extra scenes, an end card, events, adding or deleting objects) is Agency. Game templates run in the Image editor, where the full object layer stack and canvas sizing tools are available. Every template automatically fires a Game End event the moment a round ends, whether the player wins, runs out of moves or runs out of time, and that event is pre-wired to reveal the end card scene. Where a template's structure is open to edit (Agency), the validMoves and invalidMoves event triggers let you hang your own feedback on specific gameplay moments.
How it works
Pick a game from the prebuilt library
In the Playable Ads Maker, open Prebuilt Templates and choose a game, or press Remix this template on its page under /templates, which opens the editor with it loaded once you have picked a canvas size. The template is playable in the editor preview straight away, so you can test the mechanic before changing anything. Starting a game template from scratch instead, from any of the 111 genres, is Agency.
Replace images and configure appearance
Each template exposes its swappable asset slots in the Properties panel. A match-3 template shows slots for each gem sprite; a hidden object template shows the background scene image and the object thumbnails. Upload your game's actual screenshots, icons, or custom art into each slot. The template scales and positions assets automatically within the game grid, so there is no manual layout.
Wire the end card and CTA
The Game End event is automatically connected to the end card scene transition. On Agency, where a template's structure is open to edit, the Events tab can also wire the validMoves and invalidMoves triggers to actions (show a message, play a sound, reveal an object) so players get immediate feedback for correct and incorrect actions. The export modal checks that the end card has a CTA button before it allows a download, so a build cannot ship without one.
Export and traffic
Select the target ad network in the Export modal. The export packages the game, your swapped assets (compressed to your chosen quality level), the scene transitions, and the end card into a single self-contained HTML5 file. Per-network SDK snippets are added automatically, so the CTA redirect, impression tracking and mute/unmute events work without editing the file afterwards.
Specifications
| Property | Detail |
|---|---|
| Templates | 254 playable templates |
| Genres | Match-3, Water Sort, Onet, Merge 2048, Memory, Spin Wheel, Idle Merge, Flow Connect, Spot Diff, Hidden Object, Slide Puzzle, Flood Fill, Whack-a-Mole, Bubble Shooter, Jigsaw, Scratch Card, Stack Tower |
| Plans | Re-skin & export: all 254 on every plan, Free included; starting one from scratch or changing its structure: Agency |
| Editor | Image editor only |
| Auto events | Game End, validMoves, invalidMoves |
| Asset replacement | Image slots per template, no code required |
Use cases
Match-3 puzzle game: show the core loop in 15 seconds
Everyone knows match-3, so the creative has a lot of competition. Using the match-3 template with your game's own gem or tile art makes the ad look like your game rather than stock art. Limit the demo grid to a 5×5 board with two obvious matches pre-set so first-time players succeed in under ten seconds, triggering the Game End win event and transitioning to an end card showing the post-win state. A coins particle burst on the Game End event adds to the reward.
Casual idle merger: show the merge moment
Idle merger games sell on the moment two items combine into a better one. The idle merge template recreates this loop with your game's item tiers as swappable image slots. Configure three merge steps so the player experiences at least two satisfying upgrades before the round ends, then let the Game End event show the end card with a headline about the upgrade. The invalidMoves trigger can dim unavailable slots so the player is nudged toward valid merges without getting stuck.
Scratch card / lottery app: an instant reward
The scratch card template suits apps with a lottery or prize mechanic: everyone knows how to scratch a card, and it feels good on a touch screen. Swap the background image for a branded ticket design and set the reveal image to show a prize. Because the Game End event fires as soon as the scratch threshold is reached, the transition to an end card showing the prize amount and a CTA reads as the prize being revealed rather than an abrupt cut.
Hidden object / spot the difference: reward close looking
Hidden object and spot diff mechanics appeal to players who prefer searching to fast action. Using a scene from your game's own level art means the player is looking at the game they are being asked to download. The validMoves trigger can play a short highlight ring each time a correct object is found, so every find is confirmed on the way to the end card.