Catcher

Configure a Catcher game with falling objects, score-based gameplay, and performance rewards.

Run a fast reflex challenge where people catch falling objects for points and compete for the top score. Use Catcher when you want to reward the strongest runs rather than pick a winner instantly.

For example, a retail campaign might ask people to catch branded gift boxes for points while dodging decoys, then crown the highest scores at the end.

Assets you'll need

The catcher plays over a background: good items fall from the top, the player slides a catcher along the bottom to collect them, and traps cost a life. The catcher, the items to catch, and the traps are all 3D models picked from your library.

Background Image

Optional

The full-screen visual behind any game (wheel, scratch, reveal, quiz, and more).

  • Optional
  • Size1536 × 2048 px
  • Aspect ratio3:4
  • FormatsJPEG / WEBP / PNG
Examples

Catcher Object

Required

The 3D object players move along the bottom to catch falling items.

  • Required
  • FormatsGLB · USDZ

Chosen from your 3D library. GLB powers 3D and Android AR; add USDZ for iPhone and iPad. Keep models low-poly and under ~5 MB so they load fast on phones.

Examples

Items to Catch

Required

The good 3D objects that fall from the top and score points when caught.

  • Required
  • FormatsGLB · USDZ

Each item is a 3D model from your library, with its own point value. Keep models low-poly and under ~5 MB so they load fast on phones.

Examples

Traps to Avoid

Optional

The bad 3D objects players should avoid — catching one costs a life.

  • Optional
  • FormatsGLB · USDZ

Optional. Each trap is a 3D model from your library. Keep models low-poly and under ~5 MB so they load fast on phones.

Examples

Reward Icon

Optional

The icon that represents a reward.

  • Optional
  • Size800 × 800 px
  • Aspect ratio1:1
  • FormatsJPEG / WEBP / PNG

Circular design and a transparent background work best.

Examples

For every image spec in one place, see Image & asset specs.

How rewards work here

Catcher uses Leaderboard rewards. Create the reward in Platform, then link it to this touchpoint in Performance Rewards.

Keep one Leaderboard reward per game. That keeps the ranking clear and avoids confusion over who won.

Before you begin

  • You have a Campaign open in Build > Touchpoints.
  • Your background, catcher model, catch items, and trap models are uploaded to your media library.
  • Your Leaderboard reward is created in Platform, ready to link in the last step.

Steps

Choose the Catcher Game type

In Build > Touchpoints, add a new game touchpoint, then pick Catcher Game from the touchpoint type picker.

Touchpoint type picker with the Catcher Game card selected

Set the page title and subtitle

On the Appearance tab, upload the Background Image, then fill in the Title players see at the top of the game and the Subtitle below it.

Add a Thumbnail if the game also appears on a landing page or in listings. Choose a background that keeps moving objects easy to read on mobile.

Appearance tab with the Title field filled in for the catcher game

Tune the catcher and add the falling objects

Open the Game Settings tab. Under Select an Asset, pick the catcher's 3D model, then adjust how it handles:

  • Size — how large the catcher appears on screen.
  • Move Speed — how quickly it slides to follow the player's finger.
  • Collision Scale — how generous the catch zone is. A higher value makes near-misses count as catches.

Then build what falls during the run:

  • Bonus Objects increase the score. Use Add Bonus Object for every item you want people to catch.
  • Trap Objects cost the player hearts. Use Add Trap Object only when you want the run to feel harder.

For each object, review its points or heart damage, spawn timing, fall speed, and starting rotation so the challenge feels fair from the first seconds to the last. Use Progression Phases lower on the tab if you want the run to speed up over time.

Game Settings tab showing the catcher asset with Size, Move Speed, and Collision Scale, plus the Bonus Objects and Trap Objects sections

Add an optional open-ended question

Turn on Enable open-ended question to collect one last response after the run ends.

Leave it off if you only want the score. When it's on, choose whether the answer accepts Text Only, Image Only, or Text and Image.

Game Settings tab with the Enable open-ended question toggle in the Open-ended Question section

In the Performance Rewards section, choose Add Reward and pick the Leaderboard reward you created in Platform.

These are the rewards players can win based on their score, so keep a single Leaderboard reward for this game to keep the ranking clear.

Performance Rewards section with the Add Reward action for the catcher game

Save and test a full run

Choose Save, then play the touchpoint once from the participant view.

Confirm the score feels meaningful, bonus and trap objects are easy to tell apart, and the final summary matches what you want to publish.

What players see at the end

When the run finishes, the optional open-ended question can appear before the summary.

The summary then shows the final score, any remaining hearts, and your Participation Message. This tells the player how the run went, before the campaign later picks the leaderboard winners.

Keep the leaderboard fair

Because Catcher ranks on score, fair games usually:

  • make bonus objects easy to recognize at a glance
  • use trap objects sparingly and on purpose
  • avoid point values that make one object far more important than the rest
  • keep one Leaderboard reward for this game only

Before you publish

  • the catcher feels comfortable on the devices your audience uses
  • every bonus object has a clear scoring role
  • every trap object has an obvious penalty if you use traps
  • the optional open-ended question is complete if you turned it on
  • the linked reward belongs to this game alone

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