Building games for Flickcade
Flickcade is a swipe feed of instantly playable games. Players scroll vertically — like short videos — and every reel IS your game, already booted and running. These docs cover what that environment means for your build and how to integrate the GameReels SDK.
How your game runs
You upload a ZIP of your HTML5 build in the Developer Portal. After review, the feed serves it inside the app's WebView. Three things are different from a normal browser tab:
1. You boot off screen. The feed warm-loads the next games before the player reaches them. Your game must not start gameplay, audio or timers on load — wait for the appActive event.
2. You get paused a lot. Every swipe hibernates you (appHidden) and may resume you later (appActive). A game that keeps its internal clock running while hidden greets the returning player with a lost run.
3. The app draws over your edges. The navigation bar and engagement overlays sit on top of your viewport — keep critical UI away from the extreme top and bottom.
The GameReels SDK in 30 seconds
The SDK is one global object, window.GameReels — and inside Flickcade it is always present: the app injects it before your first statement. Integration is subscribing to two lifecycle events and calling ready():
<script src="gamereels-bridge.js"></script>
<script>
GameReels.on('appActive', () => game.resume());
GameReels.on('appHidden', () => game.pause());
window.addEventListener('load', () => GameReels.ready());
</script>Where to go next
Concepts & API — the full event reference, ready() semantics and limits. Then pick your engine guide: Web/HTML5, Unity WebGL or Cocos Creator, and verify everything in the preview.