Services
Browser games for brands
A browser game is the rarest thing in marketing: something people choose to open twice.
No app store review, no install, no 200MB download. A URL that opens and plays, on any phone, shareable in a text message.
We have shipped five
This is not a service line we invented for a pitch deck. Five live, playable games — three of them built for clients:
- PairPlays (client) — a daily wine pairing puzzle with a 20-level progression and a 690-bottle catalog behind it.
- PourPlay (client) — wine education built as play rather than a course.
- PairPlay Slice (client) — thirty themed levels of deliberate practice that train a pairing instinct rather than a glossary.
- NewsFlip — a daily media-literacy game. Three headlines, one is real. A new round every day.
- Vistazo — a visual-search arcade in thirteen languages, with 569 collectable objects and one daily puzzle worldwide.
Go play one. That is the portfolio.
What a brand actually gets from this
Time on site that isn't a lie. A game session is two to six minutes of genuine attention. A landing page gets you eleven seconds.
A reason to return. The daily-puzzle format — one round per day, a streak, a shared score — is the most durable retention mechanic on the web right now. It works because it respects the player's time.
Organic sharing. People share a score. Nobody shares a product page.
First-party data. A player who comes back for a streak will give you an email address. That is a permission-based list you own, not rented from a platform.
What we build
- Daily puzzle games — one round a day, streaks, shareable results
- Product-education games — teach the thing your customer needs to understand to buy
- Campaign games — a short, high-polish game tied to a launch or a season
- Multilingual games — Vistazo ships in thirteen languages from a single build
All of it is web-native: HTML, Canvas or WebGL, no engine bloat, installable as a PWA if you want a home-screen icon without an app store.
How long, and what it costs
A campaign game is typically 6–10 weeks. A daily game with accounts, streaks, and a content pipeline behind it is 10–16 weeks, because the pipeline is the real product.
Budgets typically run $8,000 to $25,000. The two drivers are how much original art the game needs and whether it needs a backend for accounts and leaderboards. Details on the pricing page.
Common questions
Do people actually play brand games? They play good ones. A game with a thin mechanic and a logo on it gets closed in ten seconds — which is why we spend the first phase on whether the mechanic is any fun before anyone designs a screen.
Does it need an app store? No. That is the entire point. It runs at a URL, and it can be installed to a home screen as a PWA if you want the icon.
Who hosts it and what does that cost? It deploys to your Vercel or Netlify account. A game without a backend costs approximately nothing to run. One with accounts and leaderboards needs a database — typically $0–$25/month at the scale most campaigns reach.
Can we run it as a campaign and then take it down? Yes, and many should be. A campaign game with an end date is a legitimate format. We will tell you when a game deserves to be permanent instead.
Can it be bilingual? Yes — and further than that. Vistazo ships in thirteen languages from one build, because the puzzle is a picture rather than a sentence. Doing this well is a content architecture decision made on day one, not a translation pass at the end.
Last updated