● PLAYABLE DEMO
Order Up!
Guests order, ingredients fall, and you slide the pan to build every ticket bottom-up.
Catch the right thing, in the right order
Order Up! is a slide-to-catch cooking game with a real economy of tips, boosts and unlockable dishes; we build a brand's own version of it as a loyalty loop where the menu is the brand's range.
A guest orders a dish and the ticket shows it as a stack. Ingredients drop from the ceiling in a stream and you slide one pan along the counter to catch them — but only the item the stack needs next counts, and catching it dead-centre pays a bonus. Everything else has to be let through.
Each guest has patience that drains while you work, and the drain gets faster as the shift goes on, so a seven-item tower is a genuinely different problem from two burgers. Lose a guest and you lose a heart; lose them all and the shift ends.
The loop around the shift is what makes this one different. Every served plate pays a tip, and between shifts those tips go into a shop — six boosts that each last one shift, plus permanent fittings for the room. Twenty ingredients feed eight dishes that unlock as you go, so there is always a next thing to reach.
A warm diner that fills up as you earn
A hand-drawn late-night diner — chef, counter, waiting guests, chalkboard menu — in a warm, saturated palette. Every shape is drawn at runtime rather than loaded, so the whole scene is line and colour rather than fixed artwork.
The ten unlockable fittings mean the room visibly changes as a player progresses, which is the reward doing double duty: it is a spend, and it is proof of how far they have got.
A shift at the counter
What changes when it's yours
The menu becomes your menu and the ingredients become your components, so playing the game teaches your range without a single line of ad copy. Tips become your points, the shop becomes your reward tier, and the fittings become the things a member unlocks — which is why this is the format to pick when the brief is a loyalty programme rather than a one-off campaign.
Other mechanics we can build on
- PLAYABLE DEMO
Logic puzzle · Tap to place · Web
Gear Work
Drop gears to carry the drive from the motor to the output — but every gear turns the next one the other way. Turntables, gates and a points economy across generated levels: a puzzle people come back to daily.
- PLAYABLE DEMO
Endless runner · One thumb · Web
Crowd Surge
Steer a growing squad into the gate worth taking and shoot the other one until it is. The gates are where your offer goes, so every choice is a message someone actually reads.
- PLAYABLE DEMO
Arcade dodger · Draw to move · Web
Neon Wire
Hold to draw a wire and the wheel sticks to whatever you paint, while the ink drains as you draw. Quick to learn, hard to put down — built for a single-session push.
Order Up! — your questions, answered
- What do we get if you build Order Up! for our brand?
- Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
- Is this a white-label licence?
- It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
- How long does a build on Order Up! take?
- Gamification of this kind typically take 4–8 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
- Where can it run?
- In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
- Can it run as a loyalty programme rather than a one-off campaign?
- Yes — it is the format to pick for exactly that. Tips become your points, the boost shop becomes your reward tier and the unlockable fittings become the things a member earns, so the game is the loyalty loop rather than a layer on top of one. The menu becomes your menu and the ingredients your components.
- Can we play it before we decide?
- Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.