Catcher

Players steer a 3D object to collect falling items and dodge traps, and the best scores win a leaderboard prize.

2 min read

In a Catcher game, objects fall from the top of the screen. Players move a catcher along the bottom to collect the good ones and avoid the traps before the time runs out. Studio lists it as Catcher Game. Here, Lindenhall's Blossom Catch has a basket, daisies and strawberries to catch, and rain clouds to dodge. The five best scores win a watering can set.

Blossom Catch on three phones: the start screen, the how-to-play screen, and the basket catching a strawberry

Before you begin

  • A campaign open in Build: see Your first campaign.
  • A Performance Based Reward for the winners: see Leaderboard rewards.
  • Your images, and 3D models for the catcher, the items and the traps:

Background Image

Required

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

  • Requiredexcept for instant reward and sign-up games
  • Size1536 × 2048 px
  • Aspect ratio3:4
  • FormatsJPEG / WEBP / PNG

It fills the screen from the top centre, with the title, the game and the button on top, and phones crop about a fifth off each side: keep text and faces in the middle.

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

Add the game

In Build > Touchpoints, select Add New Touchpoint.

  1. Select Catcher Game, then Create.

    Create a new touchpoint window with the Catcher Game tile highlighted

  2. On the new game, select Configure.

    Blossom Catch card with its Configure button highlighted

Set the page

On the Appearance tab:

  1. Under Background Image, choose the picture behind the game.

    Background Image with the spring meadow chosen, highlighted

  2. Enter the Title.

    Title Blossom Catch, highlighted

  3. Enter the Subtitle: say what to catch and what to avoid.

    Subtitle about catching daisies and strawberries and dodging rain clouds, highlighted

  4. (Optional) Under Thumbnail Image, choose the game's picture on the landing page, if the campaign has one.

    Thumbnail Image with the basket tile chosen, highlighted

Set up the game

  1. On the Game Settings tab, set the Game Duration (seconds).

    Game Settings tab with Game Duration 60 seconds, highlighted

  2. Under Catcher Object, select Select attachment.

    Catcher Object with its 3D Model Asset field highlighted

  3. Choose the catcher: point at it, then select Select File.

    Select an Asset with the Garden basket model highlighted

  4. Select Save.

    Select an Asset with the Garden basket selected and Save highlighted

  5. (Optional) Change the catcher's Size, Move Speed and Collision Scale.

    Catcher Object with the basket, and the Size, Move Speed and Collision Scale fields highlighted

  6. Under Bonus Objects, select Add Bonus Object.

    Bonus Objects with the Add Bonus Object button highlighted

  7. Under its 3D Model Asset, choose the item the same way.

    Bonus Object with the daisy as its 3D Model Asset, highlighted

  8. Enter the Points a catch is worth.

    Points set to 10 for the daisy, highlighted

    Spawn Interval, Fall Speed and the other settings below change how often and how fast it falls. Add each item the same way: here, strawberries are worth 20.

  9. Under Trap Objects, select Add Trap Object.

    Trap Objects with the Add Trap Object button highlighted

  10. Under the trap's 3D Model Asset, choose its model the same way.

    Trap Object with the rain cloud as its 3D Model Asset, highlighted

  11. Set its Heart Damage: the lives a player loses on a catch.

    Heart Damage set to 1, highlighted

  12. (Optional) Under Progression Phases, select Add Phase to speed the game up over time.

    Progression Phases with the Add Phase button highlighted

    Each phase has a Start Time, a Duration, and multipliers for fall speed and spawn rate.

Reward the best players

Back on the Appearance tab:

  1. Write the Participation Message players see when the game ends.

    Participation Message saying the five best scores get an email, highlighted

    Enable open-ended question, below it, lets players send a written answer after the game.

  2. Under Performance Rewards, select Add Reward.

    Performance Rewards with the Add Reward button highlighted

  3. Under Reward 1, choose the prize.

    Reward 1 set to Watering can set, highlighted

  4. Select Save.

    Blossom Catch settings with the Save button highlighted

Publish the campaign again for players to see the game: see Publish a game. When the game closes, declare the winners from the campaign's Leaderboard: see Leaderboard rewards.

If publishing is blocked

  • No background image, or no thumbnail while the landing page is on: choose them on the Appearance tab.

With no reward under Performance Rewards, the game still publishes, but nobody can win: Studio warns about it.

See also Game validation errors.

Next steps

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