The game title as a standalone brand asset.
The logo sets the project’s pop arcade tone and ties the game screen, case card and future promotional materials into one visual system.

Epilepsy Sans as a display font for the logo, win scenes and UI accents.
The interactive specimen shows how the font carries the slot’s pop arcade mood: large headlines, bonus labels, Cyrillic, digits and short interface text can be tested directly inside the case.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
АБВГДЕЖЗИКЛМНОПРСТУФХЦЧШЭЮЯ
0123456789 + × / ! ? %
Base game and bonus on desktop and mobile screens.
The first materials show how the visual system works across horizontal and portrait formats: retro desktop framing, windows, bonus tracker, symbols and core UI controls stay part of one game composition.




Desktop first-run screens for core mechanics.
The onboarding shows how the slot explains Max Win, random bonus values and Very Sticky Wilds in the same retro desktop language.



Separate scenes for the base game and bonus states.
The backgrounds show the slot’s visual foundation without reels and UI: the main blue desktop scene and three bonus scenes that define different bonus moods and game states.




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 extend the retro desktop and pop arcade idea: profile windows, internet icons, scatter, mystery video, bomb and two Wild states for the bonus mechanic.















A standalone character for the slot’s pop arcade direction.
The mascot works as a standalone visual asset: it supports the game character, promo materials, screen states and future animation materials.

Buttons and controls in the slot’s visual style.
The UI set includes buy bonus, balance, bet controls, spin, quick actions and separate button states — the elements stay readable while supporting the game’s pop arcade direction.


Game windows and states.
The visual package includes windows the player sees during the game: auto game, bet selection, buy bonus, bonus win, bonus end and system error popup.






A reward-state set for player-facing win moments.
The win screens extend the slot’s desktop-window style: character pose, reward label, background effects and the popup frame work as one player-facing reward scene.





A Spine library for high and special symbols.
The interactive preview shows runtime exports from the delivery: Ariel, Aurora, Bell, Cinderella and Mulan high symbols, plus the Scatter special state.
Music and sound effects for the gameplay loop.
The audio set supports the slot mood and key player events: ambient themes, UI sounds, spin and reel states, bonus cues, scatter, symbols, Wild, win scenes and system errors.