Curated Assets for Press & Partners
Access high-resolution logos, key art, and narrative hooks designed specifically for editorial use. This kit provides everything needed to tell the Clickeno story with accuracy and visual impact.
The Visual Toolkit
We treat our brand assets with the same precision we apply to game design. This toolkit ensures that whether you're writing a preview, a review, or a feature piece, you have immediate access to the official Clickeno visual identity. All assets are print-ready, web-optimized, and adhere to strict spacing and contrast guidelines.
The pack includes official logo variants in SVG and PNG formats, ensuring crisp rendering on any background. We also provide a curated selection of 12 key art assets, each accompanied by a 200-word narrative brief explaining the game's core mechanic and visual inspiration, removing the guesswork for your editorial team.
Brand Logo Pack
SVG, PNG, Monochrome variants
Studio Headshots
Editorial & casual styles
Narrative Hooks for Feature Stories
The Polish Pixel Renaissance
Clickeno sits at the intersection of classic arcade sensibilities and modern mobile UX. We don't just port old ideas; we recontextualize them for the touch screen era. In Aether Run, the risk-reward loop isn't just a mechanic—it's a narrative of momentum.
"We looked at the 8-bit era not with nostalgia, but with a critical eye on what survived the test of time."
Accessibility-First by Design
Unlike studios that retrofit accessibility options, Clickeno integrates them at the prototype stage. Chroma Quest features a monochromatic mode developed alongside the standard palette, ensuring that players with visual impairments have an identical gameplay experience, not a compromised one.
Solo Studio, Global Reach
Our flagship title Neon Drift was built by a core team of four in Warsaw. Today, it drives engagement in markets from Brazil to Japan. The constraint of a small team forced us to innovate on workflow automation, a technical debt that eventually became our proprietary toolset.
Editorial Glossary
- Juice Pass
- Our internal polish phase. We don't touch logic, only feedback (sound, shake, particles).
- Feel Test
- Blind playtesting. No instructions given. If the player can't learn the loop in 60 seconds, it fails.
- Input Bloat
- Our term for controls that feel good but add no depth. We aggressively cut these.
The Polish Constraint
We are strictly anti-microtransaction. Our business model relies on premium upfront pricing. This dictates our narrative angle: depth over engagement metrics.
Mechanics & Visual Language
Annotated views into our core loops. Use these visuals to illustrate gameplay analysis in your coverage.
Aether Run
Risk-Reward Visuals
The diverging paths are color-coded to signal score multipliers instantly. The 'High Risk' path glows faintly to indicate active danger, but creates a 3x multiplier opportunity.
Neon Drift
Cognitive Load
High-speed sections utilize 40% negative space in the foreground. This reduces the visual processing time required to anticipate turns, essential for maintaining flow state at 60FPS.
The Development Pipeline
We don't follow a rigid waterfall. Our process is a series of iterative loops that prioritize "feel" over "features." Here is how a concept becomes a Clickeno title.
Micro-Scenario: The 48-Hour Jam
Aether Run was born during a weekend sprint. The initial constraint was "one input only." That constraint forced the diverging path mechanic. We keep that whiteboard sketch in the studio to remind us that limitation breeds innovation.
Why 2D over 3D?
For Chroma Quest, we chose 2D. Not for nostalgia, but for performance stability on low-end devices and immediate visual clarity of game state.
Concept & Whiteboard
The "One Sentence" rule. If we can't explain the loop in one sentence, it fails.
Paper Prototype
Physical simulation of timing. We use stopwatches to test rhythm before coding.
The "Feel" Pass
We do not add levels. We tune particle systems and audio feedback until the input feels "heavy" or "snappy."
Blind Beta
We give the build to non-gamers. If they struggle with the core loop, we pivot logic, not UI.
Validated by The Press
"Clickeno proves that mobile gaming can be mechanically deep without drowning in microtransactions."
"A masterclass in minimalist UI. The screen breathes, giving the player room to think."
Intent vs. Reception
Festival Highlights
- POLAND JOYSTICKS 2025 FINALIST
- INDIE PRIZE EUROPE NOMINEE
- LOCAL GAMES SHOW BEST MOBILE
Need something specific?
Looking for a specific asset, an interview with our lead designer, or a review build? Our press desk is monitored Mon-Fri.