Pop It
This page is for marketers setting up a Pop It campaign. Balloons rise up the screen and players tap them to pop them. Some balloons score points, and decoys cost points. The game speeds up towards the end, and the run ends when the clock does. 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. Balloons are spread evenly across it. | 10 to 600. Default 60. |
| Time to pop one (seconds) | How long a balloon stays on screen after it appears. Shorter is harder. It must be shorter than the run. | 0.5 to 30. Default 5. |
| Balloons that score | How many scoring balloons appear. These set the best possible score. | 1 to 500. Default 40. |
| Decoy balloons | How many decoys appear. Players do not have to pop any, so they do not change the best possible score. | 0 to 500. Default 20. |
| Points for a target | Points for each scoring balloon. | -1,000 to 1,000. Default 100. |
| Points for a decoy | Points for each decoy, 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 balloons. | A plain dark blue gradient. |
| Balloon that scores | Sprite sheet | The balloon worth points. Animate it so it can bob. | A red balloon. |
| Decoy balloons | Up to 6 sprite sheets | Used in turn as the run goes on. More of them means more variety, not more decoys. | Grey-blue balloons. |
Pop It can also play sounds: hit (a scoring balloon popped), drop (a decoy
popped) 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 |
Time! | When the clock runs out. |
Choosing winners
Section titled “Choosing winners”Use Highest score, the default for this game. Players who pop every scoring balloon and no decoys share the top score, so pick a tie-break: Earliest entry wins or Random among tied entries.