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Our Studio Physical & Digital

Clickivo operates from the heart of Berlin's creative district. We're here for in-person collaboration, and our digital channels are always open for remote projects.

Studio Address
Clickivo GmbH
Alexanderplatz 1
10178 Berlin, Germany
Hours: Mon-Fri, 09:00 – 18:00 CET
Direct Line: +49 30 12345678

Start a Conversation

We typically respond to new inquiries within 24 hours during business days.

Direct Access

No layers of support. Your message reaches the actual development team.

Transparent Process

We share our constraints and methodology upfront, so you know what to expect.

Berlin Grounded

Physical presence for local partners, global reach for digital collaboration.

Is Clickivo Right For Your Project?

A pragmatic checklist to assess collaboration fit before you reach out.

Optimizes For

  • Core Loop Integrity: Projects where gameplay mechanics are the primary focus, not monetization first.
  • Long-Term Engagement: Games designed for seasonal updates and community-driven content.
  • Technical Polish: Teams valuing performance on mid-to-low-end devices and clean code architecture.
  • Collaborative Iteration: Clients who want to prototype, test, and adjust direction frequently.

Trade-offs & Limits

  • Speed vs. Depth: We prioritize iterative depth over rapid, generic feature drops. Expect phases, not overnight miracles.
  • Budget Flexibility: Fixed-bid contracts only after Discovery. We work with flexible scopes to maintain quality.
  • No Clone Work: We avoid direct clones of existing games. Original mechanics or significant twists are required.
  • Team Scale: As a boutique studio, we take on 2-3 major projects concurrently. Availability may vary.

Method Note: Rigor Checks

Before a project enters development, we conduct a Constraint Stress Test. We map the client's core idea against platform-specific limits (App Store guidelines, device memory budgets, submission timelines). This isn't about finding reasons to say no—it's about identifying the single most risky assumption early. If a game's core experience relies on a feature that contradicts iOS performance guidelines, we flag it in Discovery and propose an alternative path. This pre-emptive alignment saves months of rework.

Project Realities: What We Do, What We Don't

A candid look at our development boundaries and focus areas.

Phase: Discovery

The Two-Week Reality Check

We don't build from a single-page brief. Our Discovery phase involves 3-5 playtesting sessions on early prototypes, focusing on the core loop. We often discover that the intended 'fun' is actually frustrating, and we pivot mechanics before writing significant code.

Real Constraint: We do not proceed to Art & Polish until the core loop tests at a 70% retention rate at 5 minutes.
Phase: Live-Ops

Architecture for Seasons

Our development focuses on building a live-ops backbone from day one. This means event systems, reward schedules, and content delivery pipelines are part of the MVP, not add-ons. It allows for sustainable content drops without engine rewrites.

Trade-off: Initial build time is 15-20% longer, but update cycles are 80% faster post-launch.

Studio Lexicon (Terms & Takes)

Core Loop
The repeatable action (e.g., jump, tap, match) that defines play. 60。
Timeless Art
Style choices that won't feel dated in 3 years. Avoiding trendy gradients & overlays is a conscious design rule.
Skill-Based Reward
Progression tied to mastery, not time logged. We avoid 'daily login streaks' as a primary retention driver.
Prototype-to-Code
Building interactive proofs in-engine, not Figma. Touch feel can't be designed with static mockups.

Mini-Scenario: The Onboarding Pivot

Beat 1: A client presents a puzzle game with a complex tutorial teaching 3 mechanics.
Beat 2: Our playtest shows 60% drop-off at step 3. Players feel talked *at*, not shown.
Beat 3: We propose a silent first level: players simply engage with mechanic #1 through environmental feedback.
Beat 4: Retention at 5 minutes jumps to 78%. The 'tutorial' is now the core gameplay loop.

This is the type of scenario we document in client workshops.
Pitfall
Burying IAPs behind multiple screens.
Fix
Integrate store as part of the ecosystem map, not a separate menu.
Pitfall
Zero feedback on player actions (haptic, visual, audio).
Fix
Define a 'feedback budget' per game state.

Ready to Discuss Your Next Game?

Whether you're a solo developer with a prototype or a studio with a full production pipeline, we start every conversation with the same question: "What makes the core loop compelling?"

All communication is in English. We respect your inbox and your time.