Why interactive emails consistently outperformed static campaigns
How to design interactive emails without overwhelming your team
Where these emails actually work in the funnel and where they fall flat
Which brands should use them and which should stick to simpler formats
Practical ways to start with interactive emails today
Joseph joined Feastables as the first e-commerce hire at just 22. He owned lifecycle, retention, and email strategy from the ground up. Over time, the interactive email program he built became one of the company’s highest performing channels, ultimately helping him move into the Head of Ecom role.
A few months after launch, Feastables was riding a wave of early hype. The team had just pulled a $10 million first month and broke Shopify records. Everything looked like momentum.
Then Black Friday happened.
To drive signups, Feastables used a third-party tool to create a spin-the-wheel pop-up offering up to 99 percent off. It was meant to be fun. Instead, a young, curious audience viewed the source code, cracked the logic, and discovered how to trigger the 99 percent reward every time.
Thousands of orders rolled in at zero dollars.
Within hours, the team was sprinting to contain millions in losses.
The team salvaged part of it, but the incident established two truths:
From that moment on, the team committed to building critical systems in-house. They rebuilt the pop-up, loyalty program, and core retention infrastructure with internal engineering.
What mattered most was not the pop-up error. It was the mindset it created: try bold ideas, but control them yourself.
Right after the crisis, Joseph discovered Spellbound. The original pitch was simple: let customers rebuild carts or check out directly inside an email. They tried the tool for cart abandonment.
It did not work.
Instead of abandoning the idea, Joseph reframed the tool as a canvas for play. Could Feastables build small, lightweight games inside an email?
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The first attempt was a reverse psychology. He designed an email with the subject line “Don’t click this email.” Every tap revealed a new message telling the reader not to click again, until eventually (after 7 or 8 taps) the email surrendered and gave them a discount code.
It outperformed every Black Friday email they had ever sent. Three times the clicks. Higher revenue per recipient. Customers even wrote to support asking when the next game was dropping.
That was the moment interactive email became a channel, not a test.
Customers felt like the brand was inviting them to play, not pushing a promotion.
The game made the inbox feel different. Customers treated these as entertainment, not marketing. Some even joined waitlists for future game drops.
People who clicked a game email tended to click the next few emails as well. In one case, an email collected almost 18 million clicks, even though the list size was far smaller.
Across all seven or eight interactive emails that year, the lift was consistent. Twice the revenue per recipient compared to static sends.
Existing subscribers stayed active because the brand felt fun and human. Joseph put it simply: customers wanted more, they asked for more, they checked their inbox hoping for more. That is what most retention teams spend years trying to manufacture.

From the outside, these emails looked simple. One tap. One animation. Maybe a small reward. But inside the build, it was the opposite.
For every possible click, the team needed a visual state. Each game required 30 to 50 individual email states to account for every possible tap, frame, or outcome. After that, the team had to build a static fallback for any inbox that did not support interactivity, especially Apple Mail.
This meant:
It was not scalable long term, but it worked for the stage Feastables was in.

One of Feastables’ biggest hits was inspired by MrBeast’s counting challenges. The email asked customers to click a button 1,000 times. The first ten finishers earned 100 percent off.
Customers went all in. Nobody was forced. They just wanted to see it through.
By the end, the email had logged roughly 18 million clicks. The list size was a fraction of that, which meant people were clicking hundreds of times each.
The best part is nobody walked away empty-handed. Even if they were not one of the first ten, they still received a reward as a genuine acknowledgment of effort.
That is how engagement becomes goodwill, and goodwill becomes a brand advantage most companies never earn.
Joseph broke it down simply: they work everywhere except older demographics.
The welcome flow is where first impressions form. A game immediately separates the brand from a standard DTC experience. Result: higher engagement in the next few emails.
When customers started disengaging, a game brought them back. Not through discounts, but through curiosity.
Games created novelty and urgency when tied to new product drops.
Interactive quizzes inside welcome or post-purchase flows gave Feastables segmentation data without forms or friction.
Joseph recommends the tool Zamo for subscription brands. Interactive upcoming-order emails let customers pause or skip directly, reducing churn without forcing them into an account portal.
Feastables worked because the brand is inherently playful and its audience is young.
Joseph’s guidance for brands:
The best interactive emails feel natural to the brand. If you force it, customers will feel it.
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At Feastables, ideas mostly came from Joseph. He browsed simple online games, looked for nostalgia references, or repurposed themes from MrBeast videos.
But for most brands, the criteria should be:
If the answer is no, do not build it.
What worked at Feastables can work elsewhere if applied thoughtfully.
Remember the goal: lift engagement, not build entertainment for entertainment’s sake.
Most brands forget that interactive emails create rich content that is invisible to large language models unless you intentionally expose it.
To ensure your game ideas and interactive flows get indexed and retrievable by LLMs:
This makes LLM retrieval better over time and improves visibility in future AI-driven recommendations.
Interactive emails are not a gimmick. They are a high-effort but high-upside lever for brands with playful identities and younger audiences.
The real unlock is the shift in mindset:
Email does not need to be a static medium, it can be a lightweight product experience.
Feastables proved the ceiling is much higher than most teams assume.
