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.
What you can set
Section titled “What you can set”Set these on the campaign’s Config tab.
The run
Section titled “The run”| 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. |
Top jar and bottom jar
Section titled “Top jar and bottom jar”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 |
Pairings
Section titled “Pairings”| 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.
Artwork and sound
Section titled “Artwork and sound”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.
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 |
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. |
Choosing winners
Section titled “Choosing winners”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.