# Neon Wire

> Draw the path, dodge the hazards, and watch the ink run out while you do it.

_Arcade dodger · Draw to move · Plays in browser_

[Play the demo](https://demos.maziminds.com/neon-wire/)

## The line you draw is the line you ride

Hold anywhere and a wire draws itself under your finger. The wheel sticks to whatever you have painted, so you are not steering a character — you are building the track it runs on, live, a second ahead of itself.

Ink is the whole tension. It drains while you draw and refills when you stop, so a player has to decide constantly between painting a long safe arc and saving enough to escape the next hazard.

It reads as a skill game rather than a luck game, which makes it the right pick when you want a leaderboard people believe in.

## Glow on black

A dark field with a single luminous line and a small set of bright hazard and pickup shapes. The palette is the design — there is almost nothing else on screen — so a colour change reads as a complete restyle rather than a repaint.

The wire, the orb, the gems and the glow are each independently coloured, so brand colours land immediately without redrawing a single asset.

## What changes when it's yours

Your colours become the glow, your product or icon becomes the collectible, and the score screen becomes the reward claim. Because the mechanic is skill-based, it pairs naturally with a leaderboard, a prize tier or a repeat-play promotion.
