That is a real export. The same single HTML file the editor builds for an ad network, played — only the store redirect is held back.
Tap Target
The simplest playable there is, and the one that asks least of a viewer: something appears, they tap it, the score goes up.
How it plays
Targets surface one at a time from a set of slots. Tapping one scores; a danger target, if you switch it on, costs the player instead. The round is over when the clock runs out or the score target is met.
A hint ring appears over a live target when the player hesitates, which is what keeps somebody who has never seen your ad from stalling on the first turn.
Winning and losing both end on your call to action — a player who ran out of time is still worth the install.
Best for
- Casual and hyper-casual games, where the real game is already a tapping game
- A first playable, when you want to learn the tool on something forgiving
- Audiences you cannot assume will read an instruction
Making it yours
- Replace the target with your own art — a character, a coin, a piece of fruit. The mechanic does not care what it looks like.
- Restyle the slot it appears from, or hide it if your art carries its own backdrop.
- Turn the danger target on if you want a reason to lose, and give it something obviously bad.
- Adjust the clock and the score needed to win in the mechanic's Rules tab.
Next steps
Templates are a starting point, not a constraint. The documentation walks through changing one into your own ad and exporting it.



