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GEMSARCADIA
▸ MANUAL CONTENTS(Store page guide)
GEMS ARCADIA · COIN-OP SERVICE MANUAL · FORM GA-DEV-1SEC. 4.2

Store page guide

Your game's page at /games/<slug> is its cabinet marquee: it's where a gamer decides whether to drop a coin. Everything on it comes from your game's DETAILS tab at /developer: screenshots, trailer, genres, tags, how to play and controls. Changing them never needs a new build.

Store page field limits
FIELDLIMIT
Cover imagePNG, JPEG or WebP, up to 2 MB
ScreenshotsUp to 8, PNG/JPEG/WebP, 3 MB each, alt text up to 140 characters
TrailerOne YouTube or Vimeo link
GenresUp to 3 from the list below
TagsUp to 8, 24 characters each
How to playUp to 2,000 characters
ControlsUp to 12 rows: key up to 40 characters, action up to 60

Cover and screenshots#

The cover is the cabinet art on the arcade floor. The screenshots fill the gallery at the top of your page (players can open them full screen). With no screenshots, the page falls back to your cover in a pixel-art cabinet.

  • Show the game being played, not menus or logos. The first screenshot is the hero shot: make it your most exciting moment.
  • Native resolution, 16:9 or your game's own aspect ratio. Don't upscale pixel art with smoothing; export at 2× or 3× with nearest-neighbour scaling.
  • Tell a story in order: the hook, the core loop, a boss or late level, and a score or reward screen. Reorder them with the arrow buttons in the workshop, then press SAVE GALLERY.
  • Write alt text for every shot. It's read aloud by screen readers and shown as the caption, so describe what's happening ("Combo ×12 clears the whole gem wall").
  • No fake footage. Screenshots must come from the build players will run.

Trailer#

Paste one YouTube or Vimeo link. The page shows a poster with a play button and only loads the player when a gamer clicks it (YouTube is embedded from youtube-nocookie.com), so a trailer never slows your page down.

  • 30 to 90 seconds, gameplay within the first 5.
  • Readable without sound: many players browse muted.
  • End on your title and "INSERT COIN".

Genres and tags#

Pick up to three genres. They become the chips on your page and the filters on the arcade floor, so choose what a player would search for, not everything that applies:

ACTIONPUZZLESHOOTERPLATFORMERRACINGSPORTSRHYTHMSTRATEGYCASUALRETRO

Tags are free-form, lower-case words that add flavour (co-op, one-button, boss-rush, synthwave). Type them comma-separated: Retro Vibes becomes retro-vibes.

How to play#

A short briefing shown under HOW TO PLAY. Lead with the goal, then the twist, then what a credit buys:

TEXT
Smash the falling gems before they reach the floor.
Match three colours in a row to start a combo: the longer the chain, the bigger the score.
One credit = three lives. Clear level 1 to earn the Wall Breaker badge!

Controls#

Each row is a key (or button) and an action. The page draws them as keycaps, so stick to key names it recognises:

You typePlayers see
← → or Left / Rightarrow keycaps
WASD or Arrow keysfour keycaps
Space, Enter, Escwide keycaps
Shift + Za combo
A / ←alternatives (/, , or or)
Click, Tap, Swipemouse and touch icons

Anything else is shown as plain text, so nothing you type is lost. List pause, mute and fullscreen keys too: keyboard-only players depend on them.

Pre-launch checklist#

  • Cover image and at least three screenshots, each with alt text.
  • One to three genres that match the game.
  • How to play explains the goal and what one credit buys.
  • Every control is listed, including pause.
  • Coins per credit fits the length of a run.
  • Achievements defined, with at least one a new player can earn on their first credit.
  • A realistic max score is set.
REV 1.0 · KEEP THIS MANUAL WITH THE CABINET · QUESTIONS? ASK GLINT