Anticode Open builder

Make a short branded game for a campaign, with a sign-up at the end

A campaign game earns attention for about a minute, so it has to be short, obviously yours and end with one clear ask. Anticode can build one in your colours and type, with a sign-up form on the final screen that reaches you. Prize draws are another matter: the game can't verify entrants or scores, so the rules and the draw are yours to run.

Updated · By the Anticode team

What makes a campaign game work

Marketing games fail in two familiar ways: they're a generic game with a logo pasted on, or they're an advert pretending to be a game. The ones people share tie the mechanic to the product. A coffee roaster's game where you time the roast by ear; a bike-lock maker's game where you spot the badly locked bike; a bank's game where you sort expenses into pots against the clock. The player learns one true thing about the brand by playing.

  • Under two minutes per round. Most players arrive from a social post or a QR code and won't commit longer.
  • Playable without instructions. One sentence on the start screen, at most.
  • A result worth sharing. A score, a rank title ("Head Roaster") or a personalised outcome they can screenshot.
  • One ask at the end. Sign up, claim a code or visit the shop. Not all three.

Formats that suit a brand

Campaign game formats
FormatGood forWatch out for
Catch or dodgeProducts with a physical form: food, drinks, gearFeels generic unless the objects are clearly yours
Spot the differenceShowing a product detail or a quality pointSmall details get lost on a phone
Quiz with a twistTeaching a fact the campaign depends onBecomes a form if there's no game feel
Sorting raceServices, finance, logisticsRules must fit in one line
Memory matchProduct ranges, flavours, charactersToo many pairs on small screens

Keeping it on brand

Give the model your exact colours, typeface and tone, and add your logo and product photos to the build; it sees photos and uses them where they fit. If you don't have brand guidelines, ask for the feel of one of Anticode's seven design systems: Playful (Fredoka) suits family products, Brutalist (Archivo) suits a loud streetwear drop, Luxury (Jost) suits a fragrance or hotel. Everything else in the game, from the characters to the background, is drawn in code, so there's no stock art to clash with your look.

A request might read: "A branded game for marketing our new oat drink. Players pour oat milk into moving cups on a conveyor for 60 seconds; spills cost points. Use our colours #F4E9D8 and #2F5D50, our logo on the start screen, and a friendly, dry tone. At the end show the score with a title, a Share button that copies the score, and a newsletter sign-up for a launch-day discount."

The sign-up at the end

A newsletter or contact form on the final screen sends what the player enters to you through Anticode's form pipeline: you get it by email and in the dashboard, and connectors can pass it on to Mailchimp, Kit, HubSpot, Google Sheets or a webhook. Mailchimp sign-ups use double opt-in. Ask only for what you'll use; an email address is usually enough. Say what people are signing up for in plain words next to the button.

Free sites show a monthly allowance of submissions, with the rest held until you upgrade, which matters for a campaign that might spike. Check pricing before a large launch.

Prize draws and competitions

Offering a prize changes the game from marketing into a promotion, and promotions come with rules in most countries: who can enter, whether a purchase is required, how winners are picked and how you publish the terms. Get local advice for anything of real value. Technically, the game itself can't help much:

  • Scores can't be verified. The game runs in the player's browser, and a determined player can change what it reports.
  • One entry per person can't be enforced by the game; the browser can remember a play, but clearing it starts again.
  • No unique prize codes. The game can show a code you wrote into it, not issue one per player.

A common, fair pattern is to treat the game as the fun part and the form as the entry: everyone who signs up is entered, the draw is made by you from the submissions, and the score is just for bragging rights. A giveaway page can hold the full terms.

Other limits

  • No online leaderboard of all players; best scores save on each player's device only.
  • No analytics of individual plays or completion rates; site analytics count page views per day by source.
  • No ads, payment or outside tracking scripts inside the game.

For game types in more depth see the memory game maker and spin the wheel pages.

Questions people ask

Can I run the game on a tablet at an event?

Yes. Load it before the event; once loaded, play needs no connection. A sign-up form needs a connection to send, so keep the tablet online if you collect emails.

Can the game be on our own domain?

On a paid plan, yes, for example a campaign subdomain. Paid sites don't carry the Anticode badge.

How long does it take to change the game after feedback?

Ask for the change in a sentence and the build updates; recent versions are kept in history, so you can go back if a change doesn't test well.