Dodgem
This page is for marketers setting up a Dodgem campaign. Cars come down the road towards the player. Players steer their own car left and right by holding and dragging across the screen, drive into the cars worth points and avoid the rest. The run ends when the clock does, and the score shown at the end is the official one.
What you can set
Section titled “What you can set”Set these on the campaign’s Config tab, under The run.
| Setting | What it does | Allowed values |
|---|---|---|
| Run length (seconds) | How long the clock runs. Cars are spread evenly across it. | 10 to 600. Default 60. |
| Time to pop one (seconds) | How long a car takes to come down the road. Shorter is harder. It must be shorter than the run. | 0.5 to 30. Default 5. |
| Cars that score | How many scoring cars appear. These set the best possible score. | 1 to 500. Default 40. |
| Cars to avoid | How many cars to avoid appear. Players do not have to hit any, so they do not change the best possible score. | 0 to 500. Default 20. |
| Points for a target | Points for each scoring car. | -1,000 to 1,000. Default 100. |
| Points for a decoy | Points for each car to avoid, normally negative. A run never finishes below zero. | -1,000 to 1,000. Default -50. |
The What players will face panel shows the run length, the number of targets and decoys, how many arrive each second, and the best possible score.
Artwork and sound
Section titled “Artwork and sound”Set artwork under Artwork on the Config tab. Every slot is optional.
| Slot | Type | What it is | When left empty |
|---|---|---|---|
| Background | Image | Fills the screen behind the road. | A plain dark blue gradient. |
| Drive area | Image | The road the cars travel down. | A plain road with lane markings. |
| The player’s car | Sprite sheet | The car players steer. | A plain yellow car. |
| Car that scores | Sprite sheet | The car worth points. | A plain green car. |
| Cars to avoid | Up to 6 sprite sheets | Used in turn as the run goes on. | Plain red cars. |
Dodgem can also play sounds: hit (a scoring car met), drop (a car to avoid
hit) and music (loops under the run). Choose them in the Sounds section of the campaign’s Config tab, where
each one has a play button so you can hear it first. With the API, set them in
config.art.sounds with PATCH /v1/game-instances/{id}. With no sounds set, the game
is silent.
For how to prepare images, sprite sheets and audio, see Artwork, sprite sheets and sound.
Text labels
Section titled “Text labels”Change these on the Copy & Translations tab.
| Key | Default text | Where it shows |
|---|---|---|
sound_on |
Sound on | The mute button while sound is playing. |
sound_off |
Sound off | The mute button once the player has turned sound off. |
loading |
Loading… | While the game loads. |
tap_to_start |
Tap anywhere to start | Before the run begins. |
score |
Score | Next to the running total. |
time_left |
Time left | Next to the countdown. |
scoring |
Scoring… | After the run, while the final score comes back. |
finished |
Race over! | When the clock runs out. |
Choosing winners
Section titled “Choosing winners”Use Highest score, the default for this game. Players who meet every scoring car and avoid the rest share the top score, so pick a tie-break: Earliest entry wins or Random among tied entries.