
CRUNCH CLUB
Turn a crunchy brand into play: catch snacks, dodge burnt chips and meet a character worth another round.

CRUNCH CLUB
Catch the snacks, dodge burnt chips and play a 30-second game that brings the brand character to life.
Open the demonstration in a new tabThis example was created in 1 day
Timing supplied by the project owner; actual delivery depends on scope and prepared assets.
Turn a brand encounter into play
CRUNCH CLUB is a fictional brand presented through a full-screen snack-catching game. Players move the character to catch chips and triangles, dodge burnt pieces and build combos over 30 seconds. It illustrates an interactive approach to a launch or brand campaign.
From THB 53,500
A one-time game and animation development fee of THB 50,000, plus Website Starter at THB 3,500 for the first month. Thereafter THB 3,500 per month includes server service and 500 complimentary AI credits each month. This example uses no add-on modules.
* Prices exclude VAT and image, video or 3D model production. Media production is quoted separately according to the project agreement. This demonstration contains no video or 3D.
A short game that invites another round
Instructions and a countdown lead into scoring, combos up to x6, results and replay. The game supports keyboard, mouse and mobile dragging, with pause and resume controls and Thai and English copy.

Character animation with distinct actions
Sprite animations distinguish idle, left and right running, catching and hurt actions, supported by snack animations and effects. Canvas 2D runs the game and GSAP handles screen transitions. The asset archive contains 21 clips; they are not all used simultaneously.
From a sheet of still frames to a moving character
A spritesheet stores successive poses in a single image. This running sheet contains 12 frames in six columns and two rows. The game displays the frames in sequence while player input controls the character’s position.

The animations below show how frames form each action. Catch is a one-shot action in the game; the sample repeats it to make the movement easier to inspect.



Loading and pacing players can understand
Loading progress reflects actual asset readiness. Instructions, pause and restart provide clear control. Reduced-motion settings limit decorative effects while preserving essential gameplay movement. Audio is optional.
This game has no leaderboard, server-persisted scores, multiplayer, rewards or payments. Additional integrations require separate scoping.
What could people play with your brand?
Share your campaign goals, audience and character assets. Our team can scope gameplay, animation and media around your budget.
Details
- Category
- Custom Page
- Published
- Oct 14, 2026
- Read time
- 2 min