Mini Game Templates · Puzzles 4.0 Pack

Logic, tile, number, and spatial puzzle templates with editable difficulty and reusable board/UI systems.

Unity 6000.0.62f1+10 games20 boosters30 achievementsLiveOps Kit bundled

🏠 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.

Water SortPour to gather each colour into its own tube.
SumpleteCross out numbers to hit every row and column sum.
NumbrixFill a snaking path of consecutive numbers.
KakurasuSelect cells so their weights match the clues.
KenKenA Latin square bound by arithmetic cages.
AquariumFill tanks with water to meet the edge counts.
DominosaTile the grid with a full set of dominoes.
MosaicShade cells so each number counts its neighbours.
ThermometersFill thermometers from the bulb to match counts.
Light UpPlace bulbs to light every cell, obeying the walls.
One contract, 10 implementations. Every game implements IMiniGame and is discovered automatically by reflection — no scene wiring, no prefab lists.

Shared capabilities

💥 BoostersPer-game power-ups with persistent counts and refund safety.
🏆 AchievementsProgression goals per game, tracked persistently, with coin rewards.
🎨 ReskinsDrop in your own art per slot, per game — no code required.
🎯 TutorialsFirst-run overlay walkthroughs, defined declaratively per game.
📈 Level scalingAuto-generated difficulty curves, editable in the Studio.
🌙 Light & darkOne toggle re-themes the chrome and every game.
🎁 LiveOps Kit bundledAds, IAP, haptics, rate-us, notifications and more — the full HyperCasual LiveOps Kit ships in this pack.

⚙ 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 changeWhere to find it
Game rules / difficulty / dimensionsStudio, or the game's <Game>Settings asset
Per-level difficulty curveStudio > game panel > Levels editor
Colours / overall lookMiniGameTheme asset, or the in-app DARK/LIGHT toggle
Game art (tiles, pieces, backgrounds…)Reskin system — Tools > Mini Game Templates > Reskin Editor
Boosters offeredEach game's <Game>BoosterSpec.cs
Deeper layout / behaviourThe game's <Game>Game.cs build code
Heads-up: because the UI is procedural, customization happens through data (settings assets, theme, reskins) rather than dragging things around a scene. The data-driven path covers day-to-day tweaks; source access covers the rest.

⚡ Quick start

  1. Import MiniGameTemplates-Puzzles4.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro.
  2. Open Assets/MiniGameTemplates/Demo/MiniGameTemplates_Puzzles4.unity. The full demo is already baked into the scene.
  3. Press Play — the dashboard lists every Puzzles 4.0 game; pick, play, and try the boosters and cheat rail.
  4. Open Tools > Mini Game Templates > Studio and tune any game's settings.
  5. (Optional) Open Tools > HLK > Guided Setup to configure the bundled LiveOps kit — ads, IAP, notifications, rate-us and more (see the LiveOps Kit section).
  6. To ship a single game inside your own UI, use the IMiniGame contract:
IMiniGame game = new WaterSortGame();
game.Mount(hostRect, context);   // context : IMiniGameContext
// ... later, when done:
game.Unmount();
Tip: the demo scene's dashboard is a complete reference implementation of 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. "puzzles4_water_sort"
    string DisplayName { get; }
    string Category { get; }
    string ShortDescription { get; }
    void Mount(RectTransform host, IMiniGameContext ctx);
    void Unmount();
    void NewRound();
    IEnumerable<CheatAction> GetCheatActions();
}

Auto-discovery

RegistryDiscoversConvention
MiniGameRegistryIMiniGame classes with a [MiniGame] attributeone per game
Booster registryIBoosterSpec implementations<Game>BoosterSpec.cs
Achievement registryIAchievementSpec implementations<Game>AchievementSpec.cs
Reskin registryIReskinSpec implementations<Game>ReskinSpec.cs
Tutorial registryITutorialSpec implementations<Game>TutorialSpec.cs

Per-game folder layout

Assets/MiniGameTemplates/Runtime/Puzzles4/<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
Modular by design. Delete any single game's folder and the rest keep working. Add a new game by mirroring the layout — no edits to any other file required.

Runtime flow

Mount(host, ctx)NewRound() → player input loop → RoundWon / RoundLost event → NewRound() or Unmount()

🎮 Water Sort

Pour to gather each colour into its own tube.

How to play

  1. Tap a tube to pick it up, then tap another to pour. The top run of one colour pours onto an empty tube or a matching colour.
  2. Each tube holds four units. Win by gathering every colour into its own tube.

Boosters

BoosterKeyEffect
HinthintFlash a productive pour you can make right now.
Spare TubeaddtubeAdd one extra empty tube to ease the sort.

Achievements

AchievementGoalReward
First Sort
Sort a board completely.
1
Decanter
Sort 15 boards in total.
15200 coins
Eight Hues
Sort an 8-colour board.
8300 coins

Reskin slots

tube background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyWaterSortDifficulty.MediumMore colours = more tubes and a harder sort.

↑ Back to top

🎮 Sumplete

Cross out numbers to hit every row and column sum.

How to play

  1. Tap a number to cross it out. The clue beside each row and below each column is the sum of the numbers you KEEP.
  2. A clue turns green when its line matches, red when you have kept too much. Match every line to win.

Boosters

BoosterKeyEffect
HinthintSet one cell to its correct kept/crossed state.
ResetclearUn-cross every cell and start the grid fresh.

Achievements

AchievementGoalReward
Balanced
Solve a grid.
1
Accountant
Solve 20 grids in total.
20200 coins
Six by Six
Solve a 6×6 grid.
6250 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultySumpleteDifficulty.MediumLarger grids are harder.

↑ Back to top

🎮 Numbrix

Fill a snaking path of consecutive numbers.

How to play

  1. Tap an empty cell, then tap digits to enter a number. Tap × to erase.
  2. Fill every cell so the numbers run 1, 2, 3 … in one snaking path where each number touches the next up, down, left or right.

Boosters

BoosterKeyEffect
HinthintReveal the correct number in one empty cell.
ClearclearErase every number you have entered.

Achievements

AchievementGoalReward
Pathfinder
Complete a path.
1
Trailblazer
Complete 15 paths in total.
15200 coins
Long Snake
Complete a 6×6 path.
6250 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyNumbrixDifficulty.MediumLarger grids hold longer paths.
GivenFraction0.45fFraction of cells revealed as givens.

↑ Back to top

🎮 Kakurasu

Select cells so their weights match the clues.

How to play

  1. Tap a cell to select it. A selected cell adds its column number to its row's total and its row number to its column's total.
  2. Match every edge clue. A clue turns green when its line matches, red when the total is too high.

Boosters

BoosterKeyEffect
HinthintFix one cell to its correct on/off state.
ClearclearDeselect every cell.

Achievements

AchievementGoalReward
Weighed In
Solve a grid.
1
Balance Master
Solve 15 grids in total.
15200 coins
Heavyweight
Solve a 6×6 grid.
6250 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyKakurasuDifficulty.MediumLarger grids are harder.

↑ Back to top

🎮 KenKen

A Latin square bound by arithmetic cages.

How to play

  1. Tap a cell, then a keypad digit. Each row and column must use every number once.
  2. Each coloured cage shows a target and an operation (+ × − ÷). The cage's cells must reach the target using that operation.

Boosters

BoosterKeyEffect
HinthintReveal the correct digit in one cell.
ClearclearErase every digit you have entered.

Achievements

AchievementGoalReward
Caged
Solve a puzzle.
1
Arithmetician
Solve 15 puzzles in total.
15200 coins
Six Squared
Solve a 6×6 puzzle.
6300 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyKenKenDifficulty.MediumLarger grids and bigger cages are harder.

↑ Back to top

🎮 Aquarium

Fill tanks with water to meet the edge counts.

How to play

  1. The grid is split into tanks. Tap a cell to set that tank's water level — water always fills flat, from the bottom up.
  2. The clues on the top and left count filled cells in each column and row. Match every clue to win.

Boosters

BoosterKeyEffect
HinthintSet one whole tank to its correct water level.
DrainclearEmpty every tank and start over.

Achievements

AchievementGoalReward
Water Level
Solve a board.
1
Aquarist
Solve 15 boards in total.
15200 coins
Deep End
Solve a 7×7 board.
7300 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyAquariumDifficulty.MediumLarger grids hold more tanks.

↑ Back to top

🎮 Dominosa

Tile the grid with a full set of dominoes.

How to play

  1. Tap a cell then a neighbour to lay a domino over the pair. Tap a laid domino to pick it up again.
  2. Cover the whole grid using each number pair exactly once — the complete domino set.

Boosters

BoosterKeyEffect
HinthintLay one correct, not-yet-used domino for you.
ClearclearRemove every domino you have laid.

Achievements

AchievementGoalReward
First Tiling
Tile a board.
1
Domino Master
Tile 15 boards in total.
15200 coins
Full Set
Tile a board using the 0-4 domino set.
4300 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyDominosaDifficulty.MediumHigher max pip = a larger domino set and grid.

↑ Back to top

🎮 Mosaic

Shade cells so each number counts its neighbours.

How to play

  1. Tap a cell to shade it or blank it again.
  2. Each numbered cell counts how many of the nine cells around it (itself included) must be shaded. Satisfy every number.

Boosters

BoosterKeyEffect
HinthintSet one cell to its correct shaded/blank state.
ClearclearBlank every cell and start over.

Achievements

AchievementGoalReward
First Picture
Complete a picture.
1
Pixel Artist
Complete 15 pictures in total.
15200 coins
Big Canvas
Complete a 7×7 picture.
7250 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyMosaicDifficulty.MediumLarger grids are harder.
ClueFraction0.6fFraction of cells that show a clue number.

↑ Back to top

🎮 Thermometers

Fill thermometers from the bulb to match counts.

How to play

  1. Each thermometer fills from its round bulb. Tap a cell to raise the mercury up to there; tap a filled cell to lower it.
  2. The clues on the top and left give the number of filled cells in each column and row. Match every clue to win.

Boosters

BoosterKeyEffect
HinthintSet one thermometer to its correct mercury level.
EmptyclearDrain every thermometer and start over.

Achievements

AchievementGoalReward
Just Right
Solve a board.
1
Mercury Rising
Solve 15 boards in total.
15200 coins
Heatwave
Solve a 7×7 board.
7300 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyThermometersDifficulty.MediumLarger grids hold more thermometers.

↑ Back to top

🎮 Light Up

Place bulbs to light every cell, obeying the walls.

How to play

  1. Tap a white cell to place a bulb. A bulb lights its whole row and column until a dark wall stops it.
  2. Light every white cell, but never let one bulb shine on another. A numbered wall must touch exactly that many bulbs.

Boosters

BoosterKeyEffect
HinthintPlace or remove one bulb to match a solution.
ClearclearRemove every bulb you have placed.

Achievements

AchievementGoalReward
Lights On
Light up a board.
1
Illuminator
Light up 15 boards in total.
15200 coins
Floodlight
Light up an 8×8 board.
8300 coins

Reskin slots

cell background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyLightUpDifficulty.MediumLarger grids are harder.

↑ Back to top

💥 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
}
Refund safety: returning 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

GameBooster keys
Water Sorthint addtube
Sumpletehint clear
Numbrixhint clear
Kakurasuhint clear
KenKenhint clear
Aquariumhint clear
Dominosahint clear
Mosaichint clear
Thermometershint clear
Light Uphint 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

GameSlots
Water Sorttube background
Sumpletecell background
Numbrixcell background
Kakurasucell background
KenKencell background
Aquariumcell background
Dominosacell background
Mosaiccell background
Thermometerscell background
Light Upcell background
Sprite-only. The reskin system swaps sprites — layouts, colours and animations stay the same. Until custom art is added the games use clean procedural sprites and the pill shows 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.

Tip: when customizing, read colours from 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:

AdsRewarded, interstitial and banner service with mediation backends (AdMob, LevelPlay, AppLovin, Unity Ads). Runs a safe mock backend until a real SDK is installed.
IAPUnity Purchasing integration with catalog, dummy store for testing, and purchase-reward hooks.
HapticsCross-platform vibration service — already wired to every game's audio events in this demo.
Rate UsNative store-review prompts (Android in-app review / iOS SKStoreReviewController) with dummy editor backend.
NotificationsLocal notification scheduling with permission flow (mobile packages activate it).
Consent & privacyGoogle UMP / Apple ATT consent flow with editor-safe dummy backend.
Analytics & crashPluggable analytics (Unity Analytics / Firebase) and crash-reporter hooks.
Retention systemsDaily rewards, quests, battle pass, energy, offers, shop, unlocks, deep links, sharing, update prompt.

How it is hooked up in this demo

Setup & going live

  1. Everything works out of the box in the editor with mock/dummy backends — no SDKs required, nothing to configure for the demo.
  2. Open Tools > HLK > Open Toolset (or Tools > HLK > Guided Setup) to configure ad units, IAP products, notifications, rate-us and the rest.
  3. 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.
No SDK binaries ship in this package. The kit is pure source with optional integrations — it compiles clean in an empty project and lights up real providers only when you add them.

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_Puzzles4.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 WaterSortGame();
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       */ });
Always 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 4.0, drop it in Resources/Config/, or mutate <Game>Settings.Default at runtime before mounting.

Boosters: add / remove / rebalance

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

  1. Create Assets/MiniGameTemplates/Runtime/Puzzles4/MyGame/.
  2. Add MyGameGame.cs implementing IMiniGame, decorated with [MiniGame("…", "My Game", Category = MiniGameCategory.Puzzles4)].
  3. Add MyGameSettings (optional) with a static Default getter.
  4. Add the spec files — MyGameBoosterSpec, MyGameAchievementSpec, MyGameReskinSpec, MyGameTutorialSpec — all auto-discovered.
  5. 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. puzzles4_water_sort), 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.

Enjoying the pack? Reviews on the Asset Store are the biggest help to an indie publisher — if this pack saved you time, a star rating is hugely appreciated. ⭐