Three branded target designs
Use product packs, feature icons or campaign symbols across the brick wall so each hit reveals a recognizable part of the launch.
Create a branded brick-breaker game for a launch desk, exhibition or retail display. Players tap to reverse the moving paddle, keep the ball in play and break product targets toward the reward score.
Free to customize. Publish one game for one calendar month for $25.
Build a free draft. Check publishing availability in your editor.
Use product packs, feature icons or campaign symbols across the brick wall so each hit reveals a recognizable part of the launch.
The paddle moves continuously and reverses direction on tap. The ball follows verified physics; each cleared brick is worth 10 points.
Set a practical brick target, finite gift stock and collection point so the arcade round leads to a real staffed interaction.
The launch demo uses three rotating target designs across a fifteen-brick wall. Break six for 60 points while keeping the ball alive; the sample gift is not a real claim.
The launch demo uses three rotating target designs across a fifteen-brick wall. Break six for 60 points while keeping the ball alive; the sample gift is not a real claim.
Brick Breaker can display several launch cues without asking the player to read during action. Use the result page for factual product detail, eligibility and the next step; let the moving targets stay visual and distinct.
A QR code near the featured product or staffed desk opens the game and its reward conditions.
The player times taps to keep the paddle under the ball. A brick disappears on impact, while a missed ball ends the attempt.
After the configured number of targets, a unique code can unlock the stated gift, sample or demonstration while stock and event hours allow.
Use three bold icons with similar visual weight. Fine pack labels and photographic backgrounds compete with the ball, so keep the playfield quieter than the product display around it.
Use three packs or variants as the repeating targets, then open the full range page after a qualifying round.
Reward: one finite launch gift collected at the staffed desk.Turn three real features into simple icons and explain each one factually on the result page rather than during play.
Next step: product details or a specialist demonstration.Offer a familiar mechanic at the stand and keep gift collection close enough for staff to control stock and answer questions.
Avoid letting the play queue block the main stand conversation.Place the QR beside an eligible display and use the code for a clearly named add-on rather than changing shelf prices.
Staff checks eligibility and applies the offer in the normal sales flow.Brick score confirms an arcade interaction, not product understanding or purchase intent. Report qualifying rounds, issued codes and staff redemptions separately from demonstrations, samples and sales.
The full wall contains fifteen bricks in three rows of five. Your reward threshold can be lower; the prepared launch example uses six bricks for 60 points.
Yes. Use three target-art slots for products, variants or feature icons. The images repeat across fixed brick geometry so the physics stays consistent.
No. It proves interaction with the game. Measure a demonstration request, sample handover or eligible purchase separately and avoid presenting gameplay as commercial intent.