You install it and the arcade is already full. 51 HTML5 games ship in the download, sorted into Action, Classics, Puzzle, Skill and Cards, every one of them license cleared, mobile fitted and wired to a working leaderboard from the first minute. No empty shell to fill in yourself.
The games
51 bundled HTML5 games included in the download, playable the moment you install. Nothing to download separately, nothing hosted on someone else's server.
Import thousands more through the built in providers: GamePix, Gamezop, GameMonetize, OnlineGames, HTMLGames and MadKidGames. Point it at a provider, browse the catalog, and bring games in with their artwork.
Upload your own game packs as zip files. Pack folders carry a manifest, so the same folder installs whether it ships in the download or gets uploaded later. Your imported packs live outside the app folder, so an app update never wipes them.
One click image backfill for any imported game that came in without a thumbnail, so your grid never has blank tiles.
More game packs coming from me in the near future.
Scores, champions and the scoreboard
A leaderboard on every game, weekly best and all time. Your own rank is highlighted even when you are sitting outside the top five, so there is always a number to beat.
Champions and crowns. Hold the top score on a game and you hold its crown. The Hall of Fame shows who wears the most.
A live scoreboard on the arcade home page showing scores as they land and who is playing right now, refreshed on an interval you set. No page reload needed.
Newest Champions and Most Played feeds so the arcade always feels active.
Members competing with each other
Challenges and duels. A member can throw down a one on one duel or open a challenge anyone can join, on any game, for a set number of days.
Credit wagers. If you run the Credits app, challengers can stake credits. The opponent matches the stake to accept, and the winner takes the pot. Fully optional, and it degrades gracefully if you do not use credits. More app bridges coming soon (Questline, etc.)
Automatic forum topics. Every challenge that goes live can post a topic in a forum you choose, and the result gets posted as a reply when it ends. You pick which forum and which account posts them.
Nudges. A quick poke to a friend, or a call out to the current champion that their throne is up for grabs. Small social hooks that keep people coming back.
Talk about the games
Discussions under every game. Members post score screenshots, react, quote, mention each other, and the whole thing uses the same comment system as the rest of your community. Reports, edits, deletes and staff moderation all work exactly the way your team already expects.
This matters most for imported provider games that do not expose a score. Even without a leaderboard, the game still has a lively discussion under it.
Reactions on the games themselves, so a great game can rack up likes the same as any other content.
Rewards and light monetization
Reward members for playing. With the Credits app connected, playing a game can pay out credits, with a daily cap per member per game so nobody farms it.
Charge to play if you would rather gate certain games behind a credit cost. Your call, per game.
Your own launch promos. Show one of your own text blurbs on the launch screen before a game starts, for a couple of seconds. This is your promo, your link, your wording.
In the Admin CP
Analytics dashboard with plays today, this week and all time, scores, distinct players, crowns awarded and open reports, a 30 day activity chart, and a per game table with champions and sparklines.
Bulk game management to move, enable or disable many games at once, built for the day you import a big batch into the wrong category.
Categories, settings, interstitial promos and the provider importer, all native ACP pages using the standard forms and tables.
Broken game alerts so your team hears about a reported game.
Fair warning: Provider games & larger TAR file
Provider games almost never hand their score back to the page, and I am not going to pretend otherwise. Arcade ships a passive listener called Score Radar that watches for a score signal while members play an imported game. If a game does broadcast (but very rarely), the radar reports it in the ACP and you can confirm it to switch on a real leaderboard for that game. If a game stays silent after a number of plays, the ACP tells you plainly that it will never be captured. I scanned thousands of provider titles building this, and the honest result is that the bundled and packed games are your leaderboard content. The imported ones are there for volume and for the discussion threads. Radar is there so that on the day a provider does expose a score, you can use it. Additionally, the TAR file is 12.6MB big. Make sure your upload limits are raised as it's default 8MB.
Requirements
Invision Community 5
The Credits app is optional. Wagers, play rewards and play costs use it if it is installed. Everything else works without it.
Beta
This is a public beta. What I want from a beta is real installs on real communities so the edges I cannot see get found. If you buy in during beta you get the app at its beta price, every update through to the stable release, and a direct line to me for anything that breaks or anything you want added. Tell me what your members do with it.
You install it and the arcade is already full. 51 HTML5 games ship in the download, sorted into Action, Classics, Puzzle, Skill and Cards, every one of them license cleared, mobile fitted and wired to a working leaderboard from the first minute. No empty shell to fill in yourself.
The games
51 bundled HTML5 games included in the download, playable the moment you install. Nothing to download separately, nothing hosted on someone else's server.
Import thousands more through the built in providers: GamePix, Gamezop, GameMonetize, OnlineGames, HTMLGames and MadKidGames. Point it at a provider, browse the catalog, and bring games in with their artwork.
Upload your own game packs as zip files. Pack folders carry a manifest, so the same folder installs whether it ships in the download or gets uploaded later. Your imported packs live outside the app folder, so an app update never wipes them.
One click image backfill for any imported game that came in without a thumbnail, so your grid never has blank tiles.
More game packs coming from me in the near future.
Scores, champions and the scoreboard
A leaderboard on every game, weekly best and all time. Your own rank is highlighted even when you are sitting outside the top five, so there is always a number to beat.
Champions and crowns. Hold the top score on a game and you hold its crown. The Hall of Fame shows who wears the most.
A live scoreboard on the arcade home page showing scores as they land and who is playing right now, refreshed on an interval you set. No page reload needed.
Newest Champions and Most Played feeds so the arcade always feels active.
Members competing with each other
Challenges and duels. A member can throw down a one on one duel or open a challenge anyone can join, on any game, for a set number of days.
Credit wagers. If you run the Credits app, challengers can stake credits. The opponent matches the stake to accept, and the winner takes the pot. Fully optional, and it degrades gracefully if you do not use credits. More app bridges coming soon (Questline, etc.)
Automatic forum topics. Every challenge that goes live can post a topic in a forum you choose, and the result gets posted as a reply when it ends. You pick which forum and which account posts them.
Nudges. A quick poke to a friend, or a call out to the current champion that their throne is up for grabs. Small social hooks that keep people coming back.
Talk about the games
Discussions under every game. Members post score screenshots, react, quote, mention each other, and the whole thing uses the same comment system as the rest of your community. Reports, edits, deletes and staff moderation all work exactly the way your team already expects.
This matters most for imported provider games that do not expose a score. Even without a leaderboard, the game still has a lively discussion under it.
Reactions on the games themselves, so a great game can rack up likes the same as any other content.
Rewards and light monetization
Reward members for playing. With the Credits app connected, playing a game can pay out credits, with a daily cap per member per game so nobody farms it.
Charge to play if you would rather gate certain games behind a credit cost. Your call, per game.
Your own launch promos. Show one of your own text blurbs on the launch screen before a game starts, for a couple of seconds. This is your promo, your link, your wording.
In the Admin CP
Analytics dashboard with plays today, this week and all time, scores, distinct players, crowns awarded and open reports, a 30 day activity chart, and a per game table with champions and sparklines.
Bulk game management to move, enable or disable many games at once, built for the day you import a big batch into the wrong category.
Categories, settings, interstitial promos and the provider importer, all native ACP pages using the standard forms and tables.
Broken game alerts so your team hears about a reported game.
Fair warning: Provider games & larger TAR file
Provider games almost never hand their score back to the page, and I am not going to pretend otherwise. Arcade ships a passive listener called Score Radar that watches for a score signal while members play an imported game. If a game does broadcast (but very rarely), the radar reports it in the ACP and you can confirm it to switch on a real leaderboard for that game. If a game stays silent after a number of plays, the ACP tells you plainly that it will never be captured. I scanned thousands of provider titles building this, and the honest result is that the bundled and packed games are your leaderboard content. The imported ones are there for volume and for the discussion threads. Radar is there so that on the day a provider does expose a score, you can use it. Additionally, the TAR file is 12.6MB big. Make sure your upload limits are raised as it's default 8MB.
Requirements
Invision Community 5
The Credits app is optional. Wagers, play rewards and play costs use it if it is installed. Everything else works without it.
Beta
This is a public beta. What I want from a beta is real installs on real communities so the edges I cannot see get found. If you buy in during beta you get the app at its beta price, every update through to the stable release, and a direct line to me for anything that breaks or anything you want added. Tell me what your members do with it.