2D · 1 build to play
Pin-pull playable ads
Pin-pull playables sell on physics: gold, lava and water falling for real. Three short levels are enough, an obvious win, an order puzzle and a near miss.
Play them here
Each one made with Playbaker. Tap a card to play it in a phone frame; its page has the prompt behind it.
What makes a pin-pull playable work
From the studio’s pin-pull playbook: the rules the agents load before they build, and what went wrong in earlier builds.
01
Level one in two seconds
One obvious pin, and the treasure pours onto the hero.
02
Order matters in level two
Pull the lava first onto the stones so it cools into rock, then release the gold.
03
A designed near miss
Level three adds a twist (a hungry slime in Knight Pin Rescue) and a fail that almost works, which is the moment the end card appears.
04
Real physics, kept light
matter.js with pooled particles, a few hundred at most, so hundreds of coins fall smoothly on a phone.
A 30-second beat sheet
What the player sees, in order. A playable that hits these beats ends before attention runs out.
- Level 1One obvious pin, a two-second win
- Level 2Lava first onto the stones, then the gold
- Level 3A monster twist
- Near missThe wrong pin, so close to working
- EndThe end card
Start from this prompt
Swap in your store link, or describe your own game. Edit anything after the first build by asking for it.
Make a pin-pull playable ad for my game: <your store link>. Three levels on real physics: one obvious pin to save the hero, then lava that must fall onto stones before the gold, then a monster and a near-miss fail before the end card.
One build, 10 exports
Every pin-pull build exports as a single file with its art, sound and libraries inside, packaged for each network.
Pin-pull playable ads
