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Tile Swap

This page is for marketers setting up a Tile Swap campaign. Players see two jars of tiles. They swipe a tile into its neighbour, and three of a kind in a row clear and score. After every match, play moves to the other jar. You can name pairings, one tile in each jar, that pay extra when players match both in quick succession. 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.

Setting What it does Allowed values
Seconds per run How long the clock runs. 10 to 600. Default 60.
Swipe limit The most swipes one run allows. A generous limit is fine. 10 to 2,000. Default 240.
Points per match Points for each three in a row. -1,000 to 1,000. Default 10.
Points for a pairing Points when a pairing is completed. -1,000 to 1,000. Default 40.
Pairing window (seconds) How long players have to match the second tile of a pairing after matching the first. 1 to 60. Default 5.

Each jar has its own set of tiles. The shape of each jar is fixed.

Setting What it does Allowed values
Tiles The tiles that fill the jar. 5 to 12 per jar
Id Identifies the tile, and links it to its partner in a pairing. Must be unique within the jar. 1 to 64 characters
Name The tile’s name. Optional, up to 64 characters
Image The tile’s picture. Optional
Setting What it does Allowed values
Pairings Tile pairs that pay Points for a pairing. Up to 4
Name The pairing’s name. Optional, up to 64 characters
Top jar tile The pairing’s tile in the top jar. A tile from the top jar
Bottom jar tile The pairing’s tile in the bottom jar. A tile from the bottom jar

Because play switches jars after every match, the second tile of a pairing is always matched on the other jar.

Tile artwork is the Image on each tile. A tile with no image is drawn as a simple shape, such as a circle, square or star, so a jar with no artwork is still playable.

Tile Swap can also play sounds: swap (each swipe), match, combo (a pairing completed) 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.sounds with PATCH /v1/game-instances/{id}. With no sounds set, the game is silent.

For how to prepare images 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 Points Above the running total.
time_left Time left Above the countdown.
combo_open Match it again! When one tile of a pairing has been matched and the window is still open.
combo_paid Double! When a pairing is completed in time.
scoring Scoring… After the run, while the final score comes back.
result_some Nicely matched. At least one match scored.
result_none No points this time. Nothing matched.

Use Highest score, the default for this game. Scores spread widely, but ties still happen, so pick a tie-break: Earliest entry wins or Random among tied entries.