skill-shot
Flick Shift
Drag to aim, release to flick the product through a moving gap. Three shots, a combo meter, and a keeper who learns.
- Snacks, drinks and quick service
- Sports, apparel and entertainment
PRESS START
Original games, built as ad units, proven fair before anyone plays. Under 2 MB, on every network.
of mobile game ad impressions were playables in 2025, up from 6.3%
Sensor Tower, State of Gaming 2026
impression-to-install rate of playables vs non-playable formats
Liftoff 2025 Mobile Ad Creative Index
for a flagship brand world without gameplay to lose 90% of its players
Naavik, The State of UGC Games 2026
Built by people who have shipped games since the 1990s. Mechanics people choose to finish, not a fifteen-second tap demo of someone else's game.
Fifty browser games and zero asset files behind us.
Every unit carries an autopilot that wins it in the test suite, then wins again with one fewer of every supply. Deterministic, replayable, no auto-click.
The replay hash ships inside the unit.
One source, one manifest, a single self-contained HTML per network: Meta, AppLovin, Google, Unity, TikTok, Moloco, Mintegral, Liftoff, plus web and CTV.
Our units measure tens of kilobytes gzipped against a 2 MB cap.
Completion, replay, time in game, lift against an end-card control, and brand recall. Never raw click-through.
We publish the method and ship the control.
A unit good enough to be an ad can become a product. With the brand's permission it lives on in the ads4fun arcade, brand included.
That is the deal, in the contract.
01
We pick the mechanic from the catalog that fits what your product actually does, then fit the brand to it.
02
The game is data: a schema, a rules engine, a pure step function. No randomness it can't replay.
03
An autopilot wins every level in the test suite, and wins again with one fewer of everything.
04
One manifest becomes a single file per network, under its cap, with its install call and orientation rules.
05
A control variant ships with the unit. Completion, replay, lift and recall come back as the report.
| Game type | Snacks, drinks and quick service | Sports, apparel and entertainment | Fintech, insurance and mobility apps | Retail and commerce | Auto, travel and big decisions |
|---|---|---|---|---|---|
| skill-shot | 8 | 7 | 2 | 5 | 4 |
| puzzle | 1 | 0 | 8 | 4 | 6 |
| simulation | 3 | 0 | 5 | 3 | 5 |
| action | 3 | 8 | 2 | 4 | 4 |
| social | 7 | 9 | 1 | 4 | 4 |
skill-shot
Drag to aim, release to flick the product through a moving gap. Three shots, a combo meter, and a keeper who learns.
skill-shot
Tap to drop the swinging layer on the stack. Miss by a little and it wobbles; miss by a lot and it falls. Build the tallest tower before the timer.
skill-shot
One tap on the beat. The bar fills, the track builds, the brand's sound becomes the level.
puzzle
Draw one line that visits every stop without crossing itself. Each level adds a rule you discover by failing once.
puzzle
Slide products into their rows before the shelf fills. The categories are the brand's real range.
puzzle
Rotate the pieces to connect the source to the goal. Power, water, money or data: the brand picks what flows.
simulation
Sixty seconds running a tiny business. Cash arrives, bills land, surprises hit. Tap to allocate. The brand's product is the move that makes it winnable.
simulation
Run the counter. Orders come in, tap the stations in order, keep the line moving. The menu is the brand's real menu.
simulation
Plan the trip across the map: where to charge, where to stop, which detour is worth it. Arrive with the most left in the tank and the day.
action
After closing, sneak through the store to the launch item before the spotlights swing back. Light cones are the enemy; shelves are cover.
action
Hold to accelerate, release to drift. One lap, three corners, one perfect line. The car is the brand's car.
action
Tap to jump, hold to slide, keep the momentum across the rooftops. Twenty seconds, one route, the shoes are the brand's shoes.
social
Six seconds a question, four answers, a remote or a thumb. Faster is worth more. Everyone on the couch plays the same round.
social
Your ten-second run starts where the last player's ended. The brand's course is one long relay, and the leaderboard is the crowd.
social
Pick a side, play a ten-second skill shot, and your score counts for your team. The tally is live in the arcade and a snapshot in the ad.
Skill shots and party games with a reward at the end. Reach-first, fun-first.
Moment-driven chase, stealth and racing units for launches, in feeds, rides and brand worlds.
Sixty-second simulations where your product is the move that wins.
Catalog-driven catch, sort and match units with a shoppable end card.
Puzzles and tycoons with real dwell time, built for CTV remotes and premium slots.
Ben Wen has been shipping real-time graphics and games since ThinkFish in the late 1990s, where a game contract paid for the rendering research. Behind fun4ads is an arcade of fifty browser games, every pixel and note generated in code, and a software factory that builds and proves each unit before anyone plays it.