Description
Adapted from the famous arcade game Pacman, the Glutton is a score-based game mechanic based on the user's reflexes: the user must direct a hero through a maze in order to collect bonuses, while avoiding moving enemies. Thanks to its high degree of customisation, you can promote your brand and its products in a fun way and thus increase your visibility.
Game Design
Before setting up your campaign, you will need to have created the various graphic elements required. To begin with, please consult this page which will give you access to all the essential information for the graphic creation of your campaign: Creating the graphics of your games.
You will find all the informations about the assets' visuals in this article: Glutton module graphic specifications If you want to include game variables on your background, please remember to leave a space for them in the graphic design:
Pages setup
First, click on New Campaign and then select the Glutton mechanism. You will then find yourself in the campaign editor with the various stages of this mechanic. This includes also an end of campaign page.
Don't forget to configure your campaign settings now, including the dates of the campaign and the rules and privacy policy.
Background image setup
Import your desktop backgrounds by clicking on the "+" icon in Background Image. For background design specifications for this module, please refer to the "Game Design" section of this article. You also have the option of adding a solid background colour that will surround your game pages - you can leave the base colour or choose to unify your campaign, with a colour that is reminiscent of your brand or your game pages for example.
Game settings
Limited participation / Number of participations: Define the number of participations per day, week, month or campaign and per user, then create and select your Already Played page. If the user tries to play again, they will be taken directly to this page.
Enable chronometer: Enable this option to add difficulty to the player and set the desired time. This means that the player will have to make the best score possible before the time runs out.
Number of lives: Define if the user will have 1 to 5 lives, or if the lives will be unlimited (option only available if the timer has been activated).
Maze design: You can choose from 4 different types of mazes.
Game speed: This setting allows you to adjust the difficulty of the game significantly, as a higher speed will require more reflexes from your participants.
Display result page: Select "Show result page" so that users can see whether they have won or not. To choose the type of result page, see this page. Depending on the type of result, adjust the number of pages won, lost and already played.
Customizing the appearance
Background color: choose the color of the course your hero will play on
Background visual: import a visual that will be installed on the game zone and displayed on the course, as here with the image below:
Wall color: choose the color of the maze walls.
Lives visual: import the lives visual (if you have not set your game to "unlimited lives").
Hero visual (stationary/running): import the visual of your hero, which can be a character or even the logo of your brand.
Hero flip: the hero visual can turn left or right depending on the orientation you give it
Dot: import the visual of the items to be picked up - these items are worth 10 points each.
Super Dot: Import the visual of the items to be collected that allow you to "eat" the enemies for a limited time. These items are worth 50 points each.
Enemies visuals: Import the visual(s) of the enemies that your hero must avoid - if the hero is hit, he loses a life. If you manage to swallow it, you get 500 points!
Bonus: Import visuals for extra points. The first visual is worth 500 points, the second 1000 points, the third 1500 points, the fourth 2000 points and the last 2500 points.
Bonus point typo: Allows you to choose the font used for the in-game display of the points earned on each bonus or super-patch.
The advanced options settings allow you to configure your introduction and end of game texts (success or failure), as well as your loading bar.
Editing and preview settings
By clicking on the game area in the editor, you will be able to access the game preview as well as the game size editing (to best integrate your game into a mobile application). More about the editing.
Mobile setup
Once your Desktop campaign is configured, you need to switch to Mobile view in order to import the dedicated backgrounds and to format your different pages for this medium. To import Mobile backgrounds, follow the same procedure as for Desktop backgrounds.
Campaign launch and test
When both the Desktop and Mobile versions are finalised, you can start publishing the campaign. Don't forget to check the campaign.