Catch the Lead

Propello Games ยท Catch the lead

No lead lost in the handoff.

Your tray icon, unchanged, set in motion and built out into a two-round game.

The icon

Your icon sets every part of the game

Your drawing, made vector by tracing it rather than redrawing it, so every shape and colour is yours. Its parts move on their own: the lead falls with its motion lines, lands, the side lines flash and the tray dips. The ledge, cards, buttons and score take its navy outline and its blues.

Propello lead handover tray icon: a hand in a navy sleeve holds a tray while a blue lead falls onto it
Your icon. The drawing you made.
The same icon in vector, in motion. Traced from your drawing.

The game

Marketing throws. Sales catches. Two rounds.

Round one is the handoff as most companies run it: leads arrive at random, fast and without context, onto a spinning plate that never sits still. Round two is the same scene with an agreed handoff point, a steady tray and each lead's context.

Catch the lead

Next levels

Your other drawings become the levels after this one

Spinning plates team game cover: three hands keep plates spinning on sticks

Keep the plates spinning

The RevOps level. Pipeline, data and reporting are each a plate. Leave one alone and it wobbles, then falls. The same hand and plate carry over.

Lead handover team game: marketing on a balcony passes leads to sales players catching them on trays below

The whole team catches

Marketing on the balcony, several catchers below. This is the company board turned into a scene, for colleagues from one company playing together.

Character set of faceless marketing and sales players in navy and light blue

Faceless characters

Of the character drafts, the faceless set travels best across markets and needs no casting. The drafts with detailed faces suit a campaign more than a game.

Choices

Three choices before this goes into the theme