2D · 1 build to play
Survivor playable ads
Survivor playables fill the screen fast: you move, weapons fire on their own, and every level-up makes the effects bigger. Spectacle, steered with one finger.
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 survivor playable work
From the studio’s survivor playbook: the rules the agents load before they build, and what went wrong in earlier builds.
01
Enemies at second zero
An early build opened on an empty field. Now the first enemies spawn on frame one, with a drag hand.
02
Three choices, big effects
Level-ups pause the game with three cards (Orbiting Blades, Chain Lightning, Fire Ring in Night Swarm), and each one shows on screen at once.
03
Hundreds of enemies, smooth
Pooled enemies and projectiles and a spatial grid for hits keep a swarm smooth on a phone.
04
Draw the icons
Emoji icons rendered as empty boxes on some devices, so upgrade icons are drawn in code or generated.
A 30-second beat sheet
What the player sees, in order. A playable that hits these beats ends before attention runs out.
- 0–2 sThe hero and the first enemies; a hand shows the drag
- ~6 sFirst level-up: pick one of three
- ~15 sA second level-up as the swarm grows
- ~22–25 sA boss walks in with a health bar
- EndVictory or a fall, then the 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 survivor playable ad for my game: <your store link>. Drag to move while weapons fire on their own; XP gems bring three level-ups, each a choice of three big upgrades, the swarm grows, and a boss arrives at 25 seconds before the end card.
One build, 10 exports
Every survivor build exports as a single file with its art, sound and libraries inside, packaged for each network.
Survivor playable ads
