The game title as a standalone brand asset.
The logo sets the cartoon-horror tone of the project and is used across game screens, promo materials, cards and visual package presentation.

A game display font for the logo, win labels and UI accents.
The interactive specimen shows how the font works in production scenarios: large win phrases, bonus labels, Cyrillic, digits and short interface text can be tested directly inside the case.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
АБВГДЕЖЗИКЛМНОПРСТУФХЦЧШЩЮЯ
0123456789 ? ! + ×
Base game and bonus on desktop and mobile screens.
The case starts with full game screens: this shows how background, reels, interface, symbols and bonus presentation work together in both horizontal and portrait formats.




Desktop screen and three mobile onboarding screens.
The onboarding explains key game states: Max Win, bonus values from the cauldron and Very Sticky Wilds. The desktop version shows the full flow at once, while mobile screens show the separate slide sequence.




Separate scenes for base game, bonus and transition states.
The backgrounds show the slot’s visual foundation: the main scene, bonus environment, pre-bonus loader and slider state for transitions inside the game experience.




A standalone frame asset for the play area.
The frame separates the game field from the background and defines the main action area: it works as a separate layer over the scene and ties background, reels, symbols and UI into one composition.

High, low, special and wild symbols.
The symbols are presented as a production sheet: high pet characters, low bone symbols, special symbols, two wild variants and a separate RIP state used as a fast replacement for destroyed symbols.
















A standalone character for the dark cartoon-horror style.
The mascot works as a standalone visual asset: it supports the game’s character, promo materials and future animated states.

Buttons and controls in the slot’s visual style.
The UI set includes spin buttons, help, audio, feature states, bet panel and bonus panel — elements stay readable while supporting the game’s cartoon-horror character.

One long guide screen with rules, symbols and features.
The guide explains symbol payouts, working and non-working combinations, Mystery Book, Rebirth Seal, Hellish Mark, scatter, wild multipliers, free spins, interface, balance and disclaimer.

Big Win states for different reward levels.
The win screens show the reward moment in the slot’s style: bold typography, mascot, coins, dark overlay and a clear progression from Wow to Max Win.





A Spine preview of the logo as a standalone brand asset.
The animated logo shows how the title asset appears and holds in idle: bones, ropes and bloody details work as a separate production layer for the game screen and promo materials.
A Spine base-game scene with live environment layers.
The separate runtime export shows how the main screen comes alive: clouds, moon, grass, coffin, raven, bats and the match effect work as scene layers over the static composition.
Spine animation library for symbols and game states.
The interactive library shows production animations for symbols: Idle, Match, Impact and Roll. The format follows SLC: one preview player, symbol switching and animation states without separate oversized blocks for every asset.
Animated win moments for reward states.
Separate Spine previews show how Wow, Fantastic, Epic, Legendary and Max Win come alive in the game: spawn, idle state and screen exit are collected in one compact player.
Spine previews for the bonus game screen, button, winning slider, extra free spins and loader states.
The block collects separate bonus-game animation exports: the cauldron and skeleton are split into different previews, followed by the bonus button, extra free spins window, winning slider, Loader Full and Loader Front. It shows not only the static screen, but also the production states used to build the game flow.
Music and sound effects that make the slot feel complete.
Background music, scene sounds, symbol reactions, wild mechanics, bonus events and Big Win states are collected in one compact player for quick review of the audio layer.