Play For Good

Open the game
Brand
Galeries Lafayette
Year
2019
Objective
Sales
Industry
Retail
Mechanic
Puzzle
Platform
Web
Agency
Merci-Michel

Screens

19 screens

Objective

Galeries Lafayette built the game to give its spring 2019 Funorama campaign — which turned the Haussmann store into a giant playground — a digital extension, and to bring fresh attention to Go for Good, the responsible-fashion selection it had launched the year before. Rather than explain sustainable style in a press release, the retailer turned the message into something visitors could play with, tying weekly Go for Good prizes back to real purchases.

Solution

On play.gl, the player controls a ball that has to hop from column to column: press and hold to charge the jump, then let go to launch it. There's no tutorial screen — the first few jumps double as instruction, with an on-screen meter and a matching sound cue showing how much power is building, until that meter disappears after a few successful landings and timing becomes a matter of feel. Along the way the player scoops up items that appear on the columns and fills a small gauge in the bottom left that unlocks a bonus extra jump. Landings are judged generously, so one mistimed tap rarely ends things outright, and the run keeps going, column by column, until the player finally misses.

How it plays

9 steps
  1. 1

    The game opens on a white loading screen with a rainbow Galeries Lafayette logo and spinner, then a vertical poster title screen showing the ball-on-pillar artwork and a "JOUER" button. Tapping play breaks the poster apart and the camera flies straight into the playing field, with no separate tutorial screen.

  2. 2

    The game drops the player straight into an isometric field of pillars, with a banner explaining the goal and a pulsing hand icon showing where to press; a speaker icon in the corner toggles sound.

  3. 3

    Players hold down (tap or mouse-click) to charge a jump, watching a power ring fill and the ball squash under them, then release to launch the ball toward the next pillar, leaving a colored trail as the camera follows. Landing on top of a pillar scores points and collects small green "Good Points" placed along the route; landings are forgiving, so near-misses on pillar edges rarely end the run, and the pillar-to-pillar loop repeats for as long as the player keeps landing.

  4. 4

    After enough successful jumps the on-screen charge indicator disappears, so players must judge timing by sound and feel alone; a separate meter in the corner also fills with clean jumps to unlock a bonus extra-jump.

  5. 5

    A missed jump sends the ball tumbling to the ground, the whole scene drains to pale pink, and the camera pulls far back to end the run.

  6. 6

    The end screen shows the run's score on a ribbon banner alongside a white card presenting one sustainable-fashion fact (e.g. organic textile fibers); the card's carousel of seven dots lets players page through the brand's other responsible-fashion tips before restarting.

  7. 7

    An "i" button opens an overlay at any time with the game's rules, social-share icons, and a branded panel on the retailer's "Go for Good" responsible-fashion initiative.

  8. 8

    Pressing restart fades the screen and drops the camera back onto the ball at the start platform, launching a fresh run with the score reset to zero and the pillars recolored, all without a page reload.

  9. 9

    Beyond the in-game score, the game runs as a promotional contest: players can play without registering, but the campaign draws weekly winners for responsible-fashion gifts, a detail communicated only through the top banner text.