● PLAYABLE DEMO
Neon Wire
Draw the path, dodge the hazards, and watch the ink run out while you do it.
The line you draw is the line you ride
Neon Wire is a draw-to-move arcade dodger in which the player paints the track while its ink drains; we build a brand's own version of it in the brand's colours with a leaderboard or prize attached.
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.
One line, three worlds
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.
Other mechanics we can build on
- PLAYABLE DEMO
Fishing · Hold and release · Web
Deep Line
Sink the hook, catch what you can, then reel it up before the line snaps. A collection loop with dozens of catchable items — drawn as your products or rewards.
- PLAYABLE DEMO
Tap puzzle · One tap · Web
Viper's Knot
Snakes are knotted in the dark, each one pointed at its own exit. Tap the ones with a clear lane and empty the burrow before the clock runs out — read the board, then commit.
- PLAYABLE DEMO
Endless runner · One thumb · Web
Crowd Surge
Steer a growing squad into the gate worth taking and shoot the other one until it is. The gates are where your offer goes, so every choice is a message someone actually reads.
Neon Wire — your questions, answered
- What do we get if you build Neon Wire for our brand?
- Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
- Is this a white-label licence?
- It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
- How long does a build on Neon Wire take?
- Advergames of this kind typically take 3–5 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
- Where can it run?
- In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
- Can we attach a leaderboard or a prize?
- Yes, and it is the natural fit. Neon Wire is a skill game rather than a luck game, so a leaderboard people believe in, a prize tier or a repeat-play promotion all sit on top of it without changing how it plays. The score screen becomes the reward claim.
- Can we play it before we decide?
- Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.