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Game types & settings
These options steer every generation job. In the IDE they are dropdowns and toggles; through the API they are the settings object. They are sticky per project - set once, they hold until changed.
Game type
| Value | What it means |
|---|---|
klik-short | A "Klik short": one core mechanic, roughly 15-60 seconds of gameplay, portrait 480x720, instant restart. The engine enforces short-game rules (single-tap-friendly input, immediate fail-restart loop, visible score). Best for feed-style distribution. |
platform | No short-game framing - any scope, any format. The engine still applies its quality pipeline but does not constrain length or mechanics. |
Dimension mode
| Value | What it means |
|---|---|
2d (default) | 2D games - Phaser is the default framework; PixiJS and plain Canvas also supported. The visual editor uses the 2D canvas. |
3d | Three.js + Vite setup, 3D-aware prompts, and the 3D editor viewport. |
Model and reasoning
| Setting | Notes |
|---|---|
model | Which LLM generates the game. Better models cost more TIK per job. |
reasoningLevel | low, medium, or high. Higher levels spend more thinking time - better on complex briefs, slower and more expensive on simple ones. |
AI assets
| Setting | On (true) | Off (false) |
|---|---|---|
aiImages | Sprites and backgrounds are AI-generated in the project's art style (billed in TIK). | Shape-aware placeholder graphics drawn from the project palette. |
aiAudio | Sound effects and music are AI-generated (billed in TIK). | Silent placeholders. |
Placeholders are useful for cheap iteration on mechanics before spending TIK on final art.
Quality and modes
| Setting | What it does |
|---|---|
visualQaActive | Runs the visual QA pass after generation - the engine screenshots the game and verifies sizing, positioning, and visual consistency, fixing issues it finds. |
chatMode | agent (default) builds the game. plan produces analysis or a build plan without writing game code - useful for asking design questions or reviewing analytics before committing to changes. |
Art style consistency
The first time a project establishes an art direction, the engine persists a style descriptor (.klik/style.json: art style, palette, mood, era, lighting). Every subsequent asset request automatically inherits it, and a post-generation audit flags palette outliers - so a project keeps a coherent look across many jobs without repeating style guidance in every prompt.