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.

Browse every playable ad template in the gallery →

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

PropertyDetail
Templates254 playable templates
GenresMatch-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
PlansRe-skin & export: all 254 on every plan, Free included; starting one from scratch or changing its structure: Agency
EditorImage editor only
Auto eventsGame End, validMoves, invalidMoves
Asset replacementImage 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.

Try Interactive Game Templates in the editor

Frequently asked questions

Do I need to write any code to use a game template?

No. Every template is self-contained. You select the genre, replace image assets using the upload slots in the Properties panel, and adjust any text labels, all inside the visual editor. The gameplay, collision detection, scoring, win/lose conditions, and event wiring are pre-built and require no configuration beyond asset substitution.

Can I use a game template in the Video editor?

Game templates are available only in the Image editor. This keeps game logic separate from video playback timing and ensures the final exported file stays within ad network size limits. If you want a video-based playable, the Video editor's Break system provides interactive moments that complement a gameplay footage approach.

What triggers the transition to the end card?

Each template fires a built-in Game End event when the round ends: all matches made, puzzle solved, scratch threshold reached, timer expired, and so on. That event is automatically wired to reveal the end card scene. You do not need to configure this connection manually; it is part of every template's default setup.

Can I have more than one game template in a single project?

A scene can contain only one game template object. This is by design: each template takes over every tap and drag on the canvas, so two games in one scene would compete for the same input. You can, however, have separate scenes in a project that each contain different game templates and chain them together via scene transitions if your creative concept calls for a multi-mechanic experience.

How does asset replacement work for a template like Onet or Flow Connect that has a generated grid?

For grid-based templates such as Onet and Flow Connect, the swappable assets are the tile images rather than individual cell positions. The template places and mirrors tiles across the grid automatically. You upload a set of distinct tile images (your game's characters or icons) and the template builds a solvable grid configuration using those assets without manual level design.

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