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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.

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.

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.

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.

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.