A playable ad usually means an artist, an engineer and days of back-and-forth for every concept, so most teams test far fewer ideas than they have. Each reskin for a new audience starts the loop again.
Write the game, the look and the mechanic in a sentence or two. Layer writes the brief, makes the art and sound in your game's look, and builds the playable: one HTML5 file with an end card, an install button and a replay. The playable ad examples above are the builds those messages produced; press play on any of them.
What Each Build Ships With
Install and Replay on every end card Every card the player can reach carries both, and Replay never counts as an install tap.
Sound on by default Effects on the taps and the wins, and a music loop, made for the build like the sprites.
Tweaks for the difficulty On most genres, sliders for the balance, like the goal count on a match-3 board or the move budget on a merge board. The values you dial in go into the file you download.
Balanced Before It Reaches You
A playable that plays itself wastes the impression, and one nobody can finish loses the install. Layer runs bots against every build before handing it over. A board game has to resist random taps, a skilled player has to win with margin, and a player who does nothing has to lose. Tune from there: an easier and a harder version of the same build is two downloads.
Change One Sprite, Keep the Rest
Ask for a different hero, a new backdrop or a seasonal palette in the same conversation. Layer remakes only what changed and swaps it into the build. Keep the mechanic and test the look, or keep the look and test the mechanic.
Export for Your Network
Download the build packaged for AppLovin, Unity Ads, ironSource, Moloco, Meta, Google App campaigns, Liftoff, Pangle (TikTok) or Mintegral. For video creative from the same game, see UA video ads. For more than twenty builds across genres, see playable ad generation.