SUMMARY
Introduction to the Game
Game Pages
Game configuration
Configuring Additional Elements: Timer and Score
Introduction to the Game
“Tap the Mole” is a fun game inspired by the classic “Whack-a-Mole,” where the goal is to tap as many moles as possible to increase your score.
2. Game Pages
Click the “Create a Campaign” button to access our game catalog and select the “Tap the Mole” game.
First, you’ll need to specify your campaign’s name, language, publication dates, description, and highlight before you can access your game’s course.
In journey mode, you’ll find a predefined path with the following pages:
Single Page (Home)
Single Page (Form)
“Tap the mole” Game Page
Post-Participation Page
Of course, you can rename the page titles and change their order.
3. Game configuration
Using Kimple, you'll be able to customize the graphics for every element of your “Whack-a-Mole” game. In your design area, you can edit the page. From the side menu on the right, you can access the various configuration options.
First, configure the general settings for the whack-a-mole game.
You can set the difficulty level. The higher the level, the faster the elements appear.
Kimple also lets you choose whether or not to enable the appearance of an enemy object that you must not hit. This option increases the game’s difficulty. If a player taps this object, their score is deducted.
You can then customize the game grid by setting:
the total number of visible rows (up to 3 rows)
the number of holes per row (from 1 to 4)
You can also set the number of points earned for each mole hit, as well as the number of points lost when a player hits an enemy mole.
Finally, you can configure a redirect based on a specific page or the score achieved. This allows you to choose the page to which the participant will be redirected when they reach a certain number of points.
For score-based redirection, you can define multiple point ranges and associate a redirect page with each one. This way, participants will be redirected to a different page depending on their final score.
This value affects both the desktop and mobile versions
Finally, you can fully customize the appearance of your game.
Start by adding the game’s background image (600 × 600 px), then import the various graphic elements that make up the game (50 × 100 px):
the holes
the particles displayed when an object is crushed
the mole(s) (you can configure multiple moles) and their appearance when they are crushed
the hammer
the enemies, if this option has been enabled
Tip💡If you plan to include multiple images of the mole, be sure to create the corresponding “flattened” versions of the mole and add them in the same order. That way, each image of the mole will be correctly paired with its flattened version.
These elements allow you to adapt the game to your visual style and customize it to match your visual identity.
4. Configuring Additional Elements: Timer and Score
In addition to the hidden object game, you can configure two other elements on the page: Timer and Score.
For the score, you can choose to display either the current score or the high score on the page.
Tip 💡You can easily insert two score elements to display the participant's best score and current score on the same page.
With the timer, you can set the game duration in minutes and/or seconds. There is an option that allows you to display the timer in seconds on the page even if you have set the duration in minutes. And you can set the page to redirect to another page once the time has elapsed.
Finally, you can choose the timer's style whether you want to display it as a counter or a circular timer.
↓Preview in counter ↓Circular preview
Best practice💡Include a tutorial page in your experience to explain to participants that they should only tap the moles and avoid the enemies. You can also specify the interactions for desktop (mouse click) and mobile (touch).







