Mini Game Templates · Puzzles 3.0 Pack
Logic, tile, number, and spatial puzzle templates with editable difficulty and reusable board/UI systems.
🏠 Overview
10 fully playable mini-games, each with boosters, achievements, reskin slots, a first-run tutorial, per-level difficulty scaling and light/dark theming — all driven by one shared runtime.
IMiniGame and is discovered automatically by reflection — no scene wiring, no prefab lists.Shared capabilities
⚙ How it works
This is a procedural-UI games template. Every game builds its own interface and logic in C# at runtime inside the RectTransform you give it — there are no hand-placed prefabs to wire up. The shipped demo scene is a pre-baked snapshot of that build, so you can inspect the full hierarchy without pressing Play; on Play it rebuilds itself and becomes fully interactive.
The Studio
Open Tools > Mini Game Templates > Studio for per-game tuning panels. Settings you edit are saved to ScriptableObject assets under Assets/MiniGameTemplates/Resources/Config/ and loaded by the games at runtime.
Customization at a glance
| What to change | Where to find it |
|---|---|
| Game rules / difficulty / dimensions | Studio, or the game's <Game>Settings asset |
| Per-level difficulty curve | Studio > game panel > Levels editor |
| Colours / overall look | MiniGameTheme asset, or the in-app DARK/LIGHT toggle |
| Game art (tiles, pieces, backgrounds…) | Reskin system — Tools > Mini Game Templates > Reskin Editor |
| Boosters offered | Each game's <Game>BoosterSpec.cs |
| Deeper layout / behaviour | The game's <Game>Game.cs build code |
⚡ Quick start
- Import
MiniGameTemplates-Puzzles3.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro. - Open
Assets/MiniGameTemplates/Demo/MiniGameTemplates_Puzzles3.unity. The full demo is already baked into the scene. - Press Play — the dashboard lists every Puzzles 3.0 game; pick, play, and try the boosters and cheat rail.
- Open Tools > Mini Game Templates > Studio and tune any game's settings.
- (Optional) Open Tools > HLK > Guided Setup to configure the bundled LiveOps kit — ads, IAP, notifications, rate-us and more (see the LiveOps Kit section).
- To ship a single game inside your own UI, use the
IMiniGamecontract:
IMiniGame game = new HanoiGame();
game.Mount(hostRect, context); // context : IMiniGameContext
// ... later, when done:
game.Unmount();
IMiniGameContext (theme, audio, save, events, wallet, score) — copy it or implement the interface with your own services.🛠 Architecture
The IMiniGame contract
public interface IMiniGame {
string Id { get; } // stable snake_case id, e.g. "puzzles3_hanoi"
string DisplayName { get; }
string Category { get; }
string ShortDescription { get; }
void Mount(RectTransform host, IMiniGameContext ctx);
void Unmount();
void NewRound();
IEnumerable<CheatAction> GetCheatActions();
}
Auto-discovery
| Registry | Discovers | Convention |
|---|---|---|
MiniGameRegistry | IMiniGame classes with a [MiniGame] attribute | one per game |
| Booster registry | IBoosterSpec implementations | <Game>BoosterSpec.cs |
| Achievement registry | IAchievementSpec implementations | <Game>AchievementSpec.cs |
| Reskin registry | IReskinSpec implementations | <Game>ReskinSpec.cs |
| Tutorial registry | ITutorialSpec implementations | <Game>TutorialSpec.cs |
Per-game folder layout
Assets/MiniGameTemplates/Runtime/Puzzles3/<Game>/
<Game>Game.cs // gameplay + procedural UI
<Game>Settings.cs // ScriptableObject settings (+ static Default)
<Game>BoosterSpec.cs // booster definitions
<Game>AchievementSpec.cs // achievement definitions
<Game>ReskinSpec.cs // reskinnable sprite slots
<Game>TutorialSpec.cs // first-run walkthrough steps
Runtime flow
Mount(host, ctx) → NewRound() → player input loop → RoundWon / RoundLost event → NewRound() or Unmount()
🎮 Tower of Hanoi
Move the disk stack to the far peg.
How to play
- Tap a peg to lift its top disk, then tap another peg to drop it.
- A disk can only rest on a larger one. Move the whole stack to the right peg in as few moves as possible.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Next Move | hint | Flash the two pegs of the optimal next move. |
| Cancel | undo | Put a lifted disk back down. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Stacked Solve a tower. | 1 | — |
| Flawless Solve in the optimal number of moves. | 1 | 200 coins |
| Big Tower Solve a tower of 7 or more disks. | 7 | 250 coins |
| Monk Solve 20 towers in total. | 20 | 200 coins |
Reskin slots
post background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
DiskCount | 4 | — |
🎮 Peg Solitaire
Jump pegs to clear the board down to one.
How to play
- Tap a peg, then tap a highlighted green hole to jump over an adjacent peg.
- The jumped peg is removed. Keep jumping to leave just one peg on the board.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Show Jump | hint | Highlight a peg and a hole you can jump into. |
| Undo | undo | Take back your last jump. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Last Peg Standing Finish with a single peg. | 1 | — |
| Bullseye Finish with the last peg in the centre. | 1 | 300 coins |
| So Close Clear at least 30 pegs in one game. | 30 | 150 coins |
| Board Sweeper Win 15 games in total. | 15 | 200 coins |
Reskin slots
peg background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
ShowLandingHints | true | Reserved for future board variants. The English cross is always used. |
🎮 Unblock
Slide the blocks to free the red one.
How to play
- Tap a block to select it, then tap a cell along its axis to slide it.
- Clear the way and slide the red block off the right edge to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Highlight Goal | hint | Flash the red block and remind you of the exit. |
| Reset | reset | Restart the current puzzle from the beginning. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Breakout Free the red block once. | 1 | — |
| Traffic Genius Solve a puzzle in the target move count. | 1 | 250 coins |
| Jam Buster Solve 20 puzzles in total. | 20 | 200 coins |
Reskin slots
block background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
ShuffleOnNewRound | true | Reserved for future tuning. Puzzles are chosen from a fixed solvable set. |
🎮 Hitori
Shade cells so no number repeats in a row or column.
How to play
- Tap a cell to shade it. No number may repeat among the unshaded cells in any row or column.
- Two shaded cells may never touch side by side, and all unshaded cells must stay connected.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Set one cell to its correct shaded/clear state. |
| Clear Shading | clear | Remove all shading and start over. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Shaded In Solve a Hitori grid. | 1 | — |
| Wide View Solve a 7×7 grid. | 7 | 250 coins |
| Eraser Solve 15 grids in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 5 | — |
🎮 Binairo
Fill the grid with 0s and 1s by the rules.
How to play
- Tap a cell to cycle between blank, 0 and 1. Each row and column needs as many 0s as 1s.
- Never put three of the same digit in a row, and keep every row and column unique.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Fill one empty cell with its correct digit. |
| Clear | clear | Clear every cell you have filled in. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Binary Mind Solve a Binairo grid. | 1 | — |
| Eight Bit Solve an 8×8 grid. | 8 | 250 coins |
| Logic Loop Solve 15 grids in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 6 | — |
GivenFraction | 0.45f | — |
🎮 Futoshiki
Latin square with greater/less-than clues.
How to play
- Tap a cell, then a digit on the keypad. Each row and column uses every number exactly once.
- The < and > signs between cells must hold. A ▲ means the upper cell is greater; ▼ the lower.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Fill the selected (or one) cell with its correct number. |
| Clear | clear | Clear every number you have entered. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Inequalities Tamed Solve a Futoshiki grid. | 1 | — |
| Six by Six Solve a 6×6 grid. | 6 | 250 coins |
| Comparator Solve 15 grids in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 5 | — |
ClueFraction | 0.5f | — |
GivenFraction | 0.25f | — |
🎮 Skyscrapers
Latin square with visible-building edge clues.
How to play
- Fill heights 1..n so each row and column uses every height once. Tap a cell, then a keypad digit.
- An edge number is how many buildings you can see from that side — taller ones hide shorter ones behind them.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Place the correct height in the selected (or one) cell. |
| Clear | clear | Clear the whole grid. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Skyline Solve a Skyscrapers grid. | 1 | — |
| Metropolis Solve a 6×6 grid. | 6 | 250 coins |
| City Planner Solve 15 grids in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 4 | — |
🎮 Kakuro
Cross-sums: fill runs with 1-9 to match the clues.
How to play
- Tap a white cell, then a keypad digit. A clue's top-right number is the across sum; bottom-left is the down sum.
- Each run must total its clue using digits 1-9 with no repeats inside the run.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Fill the selected (or one) white cell correctly. |
| Clear | clear | Empty every white cell you have filled. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Sum It Up Solve a Kakuro board. | 1 | — |
| Cross Summer Solve 10 boards in total. | 10 | 200 coins |
| Number Cruncher Start 25 Kakuro rounds. | 25 | 150 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
RandomBoardOnNewRound | true | Reserved for future tuning. Boards are chosen from a fixed solvable set. |
🎮 Tents and Trees
Pitch one tent beside each tree.
How to play
- Tap grass to place a tent. Every tree needs exactly one tent directly beside it (up, down, left or right).
- No two tents may touch, even diagonally. The edge numbers count the tents in each row and column.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Set one cell to its correct tent / grass state. |
| Clear Tents | clear | Remove every tent you have placed. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Happy Camper Solve a Tents and Trees grid. | 1 | — |
| Base Camp Solve an 8×8 grid. | 8 | 250 coins |
| Forest Ranger Solve 15 grids in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 6 | — |
🎮 Magic Square
Make every row, column and diagonal share one sum.
How to play
- Tap an empty cell, then a number on the keypad. Use each of 1..n² exactly once.
- Every row, every column and both diagonals must add up to the same magic sum shown in the header.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Reveal Cell | hint | Place the correct number in the selected (or one) cell. |
| Clear | clear | Clear every number you have placed. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Abracadabra Complete a magic square. | 1 | — |
| Order Four Complete a 4×4 magic square. | 4 | 250 coins |
| Sorcerer Complete 15 squares in total. | 15 | 200 coins |
Reskin slots
cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
GridSize | 3 | — |
GivenFraction | 0.45f | — |
💥 Boosters
Per-game power-ups with persistent counts and refund safety, auto-discovered from each game's <Game>BoosterSpec.cs. The demo dashboard renders them as the bottom booster bar.
Activating a booster
bool OnBoosterActivated(string key) {
if (_ended || _busy) return false; // returning false REFUNDS the charge
switch (key) { /* per-key effects */ }
return false; // unknown key -> refund
}
false from the handler refunds the booster — use it whenever the activation can't proceed. Returning true deducts the charge.Award boosters programmatically with BoosterManager.Add(gameId, key, count).
Full booster catalogue
| Game | Booster keys |
|---|---|
| Tower of Hanoi | hint undo |
| Peg Solitaire | hint undo |
| Unblock | hint reset |
| Hitori | hint clear |
| Binairo | hint clear |
| Futoshiki | hint clear |
| Skyscrapers | hint clear |
| Kakuro | hint clear |
| Tents and Trees | hint clear |
| Magic Square | hint clear |
🏆 Achievements
Progression goals per game, defined in <Game>AchievementSpec.cs and tracked persistently by AchievementManager. Unlocks pop a toast card over the game and auto-credit any coin reward. Each game's own goals are listed in its section above.
Reset helpers for testing: AchievementManager.ResetForGame(gameId) and AchievementManager.ResetAll() (also exposed in the demo's cheat rail).
🎨 Reskins
Drop in your own art per slot, per game — no code required. Open Tools > Mini Game Templates > Reskin Editor, pick a game, and assign an image per slot. Art is copied to Resources/Reskin/<gameId>/<slot>.png and imported as a Sprite automatically. In-game, the Skin pill toggles between Default and Custom art.
Per-game slot list
| Game | Slots |
|---|---|
| Tower of Hanoi | post background |
| Peg Solitaire | peg background |
| Unblock | block background |
| Hitori | cell background |
| Binairo | cell background |
| Futoshiki | cell background |
| Skyscrapers | cell background |
| Kakuro | cell background |
| Tents and Trees | cell background |
| Magic Square | cell background |
Skin: —.🎯 Tutorials
First-run overlay walkthroughs, defined declaratively in <Game>TutorialSpec.cs as an ordered list of captioned spotlight steps. Each shows once per game's first session and can be replayed from the demo's cheat rail. Reset with TutorialManager.Reset(gameId).
📈 Level scaling
Per-game difficulty progression — auto-generated out of the box, fully editable in the Studio.
int level = LevelManager.GetCurrent(gameId); // player's current level
var diff = LevelManager.GetDifficultyForCurrent(gameId);
float mult = diff.Get("difficulty", 1f); // ramp targets / timers / AI
The Studio's Levels editor can regenerate a curve (level count, start/end difficulty) or hand-edit individual levels; edits are saved as a LevelSet asset under Resources/Config/Levels/<gameId>.asset. Reset progress with LevelManager.ResetProgress(gameId).
🌙 Light & dark mode
One toggle re-themes the whole scene — chrome and every game. Games read every colour from ctx.Theme, a MiniGameTheme asset that carries both palettes:
theme.ApplyMode(light: true); // swap palettes
bool isLight = theme.IsLightMode;
The demo dashboard's header has a DARK / LIGHT pill; the choice persists between sessions (default: dark). Both palettes are contrast-checked — panel/text/accent pairings stay readable in either mode.
ctx.Theme (Accent, TextPrimary, PanelBackground, …) rather than hardcoding, and your changes work in both modes.🎁 LiveOps Kit (bundled)
The full HyperCasual LiveOps Kit is included in this pack — no stripping, nothing to buy on top. It provides the production meta-game layer around the games:
How it is hooked up in this demo
- Vibrations: every game's sound events (taps, wins, errors) fire matching haptics through the kit automatically.
- Rewarded ad: winning a round with a coin reward offers a “Watch Ad” doubler; completing the (mock) ad credits the bonus.
- Interstitial: auto-shows after every 3rd round (skipped after a No-Ads purchase).
- Banner + shop: the cheat rail's Ads & IAP section toggles the banner and opens the simulated IAP shop (Coin Pack, No Ads, Starter Bundle) through the kit's store backend.
Setup & going live
- Everything works out of the box in the editor with mock/dummy backends — no SDKs required, nothing to configure for the demo.
- Open Tools > HLK > Open Toolset (or Tools > HLK > Guided Setup) to configure ad units, IAP products, notifications, rate-us and the rest.
- To go live, install the SDKs you want (e.g. AdMob, Unity Ads, Firebase) — the kit detects them automatically via scripting defines (
HLK_ADMOB,HLK_UNITY_ADS,HLK_FIREBASE, …) and switches from mock to real backends.
Full kit documentation: Assets/MiniGameTemplates/HyperCasualLiveOpsKit/Documentation/HLK-Documentation.html (also listed under Tools > Mini Game Templates > Welcome > Open Documentation).
➕ Add to your project
Path A — use the bundled demo dashboard
Add Assets/MiniGameTemplates/Demo/MiniGameTemplates_Puzzles3.unity to your build settings. It auto-discovers every imported game and provides the picker, HUD, boosters, achievements and theming out of the box.
Path B — embed a single game in your own UI
IMiniGame game = new HanoiGame();
game.Mount(hostRect, context); // your IMiniGameContext implementation
// ...
game.Unmount(); // ALWAYS unmount before destroying the host
Listening to events
ctx.Events.Subscribe(GameEvents.RoundWon, payload => { /* celebrate */ });
ctx.Events.Subscribe(GameEvents.RoundLost, payload => { /* retry UI */ });
ctx.Events.Subscribe(GameEvents.ScoreChanged, payload => { /* HUD */ });
Unmount(). Games run coroutines and tweens; failing to unmount before destroying the host leaves them running on destroyed transforms.⚙ Customizing
Override default settings
Each game reads a ScriptableObject settings asset (see each game's Configurable settings table above). Create one via Create > Mini Game Templates > Puzzles 3.0, drop it in Resources/Config/, or mutate <Game>Settings.Default at runtime before mounting.
Boosters: add / remove / rebalance
- Remove: delete the
BoosterDeffrom the game's spec. - Add: append a
BoosterDefand handle its key in the game's booster handler. - Grant:
BoosterManager.Add(gameId, key, count).
Audio
Games call ctx.Audio.Play(SfxKind.…). The bundled ProceduralAudioBus synthesizes all SFX at runtime — no audio files to manage; swap in your own IAudioBus to use recorded audio.
🧰 Adding new games
- Create
Assets/MiniGameTemplates/Runtime/Puzzles3/MyGame/. - Add
MyGameGame.csimplementingIMiniGame, decorated with[MiniGame("…", "My Game", Category = MiniGameCategory.Puzzles3)]. - Add
MyGameSettings(optional) with a staticDefaultgetter. - Add the spec files —
MyGameBoosterSpec,MyGameAchievementSpec,MyGameReskinSpec,MyGameTutorialSpec— all auto-discovered. - Done: the dashboard and Studio list your game automatically. No edits to existing files.
💡 Troubleshooting
Text is invisible / fonts look broken
Import TMP Essentials: Window > TextMeshPro > Import TMP Essential Resources. The demo UI uses TextMeshPro's default font.
My game doesn't show up in the dashboard
Check it implements IMiniGame, carries the [MiniGame] attribute, and its assembly references MiniGameTemplates.Core.
A booster button does nothing when pressed
The booster's key must exactly match a case in the game's booster handler — unknown keys refund silently by design.
Tutorials replay every time I press Play in the editor
The "seen" flag is stored per game id in PlayerPrefs; clearing PlayerPrefs resets it. Replay on demand from the cheat rail instead.
Reskin sprites don't apply
Import the art through Tools > Mini Game Templates > Reskin Editor (it handles the copy + import settings), then flip the in-game Skin pill to Custom.
Coroutine errors about destroyed RectTransforms when switching games
Call Unmount() before destroying the host. The unmount path stops the game's coroutines and tweens.
Ads say “SIMULATED” / no real ads show
By design: without an ad SDK installed the kit uses its mock backend, which draws clearly-labelled placeholder ads so every flow is testable. Install a real provider (e.g. AdMob via its package) and the kit switches to it automatically — see the LiveOps Kit section.
Where do I report a bug?
Email satisvizion@gmail.com with your Unity version, target platform, the game id (e.g. puzzles3_hanoi), steps to reproduce, and the console log.
📬 Support & review
Get in touch: satisvizion@gmail.com — bug reports, feature requests, integration help and game requests for future updates are all welcome. Typical response time is 24–48 hours.
Before contacting, it helps to: check Troubleshooting above, open the demo scene to verify the game runs there, and copy any Console errors. Include your Unity version, render pipeline, target platform and the game id.