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.
Spend My Points – Talent Tree
A branching talent tree at level 24 with three points sitting unspent — and a promise that respeccing costs nothing.
What this screen does
Unspent points are an unfinished action, and unfinished actions are hard to leave alone. The card does not offer a reward; it points out that one has already been granted and not collected, which is a different and more nagging kind of pull.
The tree shows branches taken and branches not taken. That visible fork is the real pitch for a progression game — it says the character could go several ways, and the viewer starts wondering which they would pick before they have even installed.
'Respec any time, no cost' removes the paralysis that stops people spending points at all. Fear of choosing wrongly is why unspent points accumulate in the first place, and in many games respeccing is a paid feature — so saying it is free is both a reassurance and a competitive claim.
'★ 4.6 · 120 talents · 40-hour campaign' sizes the game honestly. For an RPG audience, depth is the product, and three numbers convey it faster than any adjective. The forty hours is a promise of value rather than a warning about time.
'LV 24 REACHED' implies a character with history. The viewer is not being asked to start at zero, which is the single biggest barrier to installing a progression game — this framing quietly bypasses it.
Best for
- RPGs, ARPGs and any game with character builds
- Strategy and management games with tech trees
- Re-engagement for players who stopped mid-progression with resources unspent
- Audiences who enjoy theorycrafting and build optimisation
- Any product with a visible progression system worth showing off
Making it yours
- Use your real tree layout and talent icons — build-focused players will recognise a fake immediately.
- Keep the unspent count small. Three points is an itch; thirty is a chore.
- Set the level to somewhere a real player would be at an interesting decision point.
- State your actual respec policy. If it costs, either say so or drop the line — do not imply free.
- Use your own numbers for talents and campaign length, and only if they are genuinely impressive.
- The pattern suits any unspent-resource story: skill points, currency, unopened rewards, unallocated stats.
Next steps
Templates are a starting point, not a constraint. The documentation walks through changing one into your own ad and exporting it.
