That is a real export. The same single HTML file the editor builds for an ad network, animations and all — only the store redirect is held back.
Start A Run – Mode Grid
Four modes on a two-by-two, three open now and the fourth needing one win — with runs that last twelve minutes and quit any time.
What this screen does
Asking 'PICK HOW YOU START' rather than 'download' changes what the viewer is doing. They are choosing a mode, and having made a choice they are already slightly invested — a small commitment that makes the install feel like the continuation of a decision rather than the decision itself.
Three open and one locked is the balance that works. Enough available that the game looks generous, one withheld so there is something to reach for. A fully locked grid reads as a paywall; a fully open one gives the viewer nothing to earn.
'the fourth needs one win' makes the lock trivially cheap. The barrier is a single victory, not a purchase or a grind, so the locked tile reads as a goal rather than an obstacle — which is the difference between intriguing and irritating.
'12 minutes a run · Quit any time' is aimed at the real objection to installing a new game, which is time rather than money. A twelve-minute run fits into an actual gap in someone's day, and being able to quit removes the fear of being trapped in a session.
'Every mode plays offline · no waiting for a lobby' removes the last practical friction, and doubles as a jab at multiplayer titles that cannot make the same claim.
Best for
- Games with genuinely distinct modes — not difficulty levels wearing different names
- Arcade, puzzle and roguelike titles built around short runs
- Broad audiences where different players want different things from the same game
- Campaigns testing which mode converts best, since the card exposes all of them
- Apps outside gaming with distinct entry points — workout types, lesson tracks, tool categories
Making it yours
- Use four modes that are actually different. Four names for the same loop is transparent and disappointing.
- Keep one locked behind something cheap and achievable.
- Give each tile art that distinguishes it at a glance — this card is read visually before it is read at all.
- Set the run length honestly; it is the number deciding whether a busy viewer installs.
- Only claim offline play if every mode supports it.
- Watch which tile gets tapped most in testing — it tells you what your audience actually wants, and often what your store listing should lead with.
Next steps
Templates are a starting point, not a constraint. The documentation walks through changing one into your own ad and exporting it.
