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Catcher

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

Catcher is a performance game where participants move a catcher across the screen, collect bonus objects, and build a score before the run ends. Use it when you want a reflex-based challenge that rewards the strongest runs instead of resolving a winner instantly.

A typical example is a retail campaign where participants catch branded gift boxes for points while avoiding decoy objects, then compete for the highest score in the campaign.

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 performance game. That keeps the ranking clear and avoids ambiguous winner attribution later.

Configure the game

Create the touchpoint and set the page appearance

In Build -> Touchpoints, add a new game touchpoint and choose Catcher.

Then set the player-facing frame:

  • upload the Background Image
  • add the Title and Subtitle
  • add a Thumbnail if the game also appears on a landing page or in listings

Use a background that keeps moving objects easy to read on mobile.

Set the game duration and catcher object

Open the game settings and define how the run should feel.

Set the Game Duration, then choose the catcher's 3D model and adjust values like Size, Move Speed, and Collision Scale until movement feels responsive without becoming too forgiving.

Add bonus and trap objects

Configure the falling objects participants will see during the run.

Use bonus objects for the items that should increase the score. Add trap objects only when you want extra pressure, because they can reduce the player's remaining hearts. Review points, heart damage, spawn timing, fall speed, and initial rotation so the challenge feels fair from the first seconds to the last.

Add the end-of-run message

Set the Participation Message shown after the run ends.

If you want one last response after gameplay, enable the optional Open-Ended Question and choose whether it accepts Text Only, Image Only, or Text and Image.

Add the game's reward in Performance Rewards, then play the touchpoint once from the participant view.

Use this test to confirm the score feels meaningful, bonus and trap objects are easy to distinguish, and the final summary matches the experience you want to publish.

What players see at the end

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

The summary then shows the final score, any remaining hearts, and your Participation Message. This is the player-facing result that explains how well the run went before the campaign later resolves leaderboard winners.

Keep the leaderboard fair

Because Catcher is score-based, the safest setups usually:

  • make bonus objects immediately recognizable
  • use trap objects sparingly and intentionally
  • avoid point values that make one object overwhelmingly more important than the others
  • keep one dedicated Leaderboard reward for this game only

Before you publish

  • the catcher object feels comfortable on the devices your audience will use
  • every bonus object has a clear scoring role
  • every trap object has an obvious penalty role if you use traps
  • the Participation Message explains what happens next
  • the optional Open-Ended Question is complete if enabled
  • the linked reward is dedicated to this game

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