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



















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.
- 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
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
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
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
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
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
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
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
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.















