Mini Game Templates · Solitaire Pack
Card-based patience templates with reusable card visuals, rule engines, scoring, and undo-friendly flows.
🏠 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-Solitaire.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro. - Open
Assets/MiniGameTemplates/Demo/MiniGameTemplates_Solitaire.unity. The full demo is already baked into the scene. - Press Play — the dashboard lists every Solitaire 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 KlondikeGame();
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. "solitaire_klondike"
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/Solitaire/<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()
🎮 Klondike
The classic — alternating colours, descending sequences.
How to play
- Tap a face-up card to pick it up, then tap another column to move it. Build columns down in alternating colours.
- Tap the stock (top-left) to deal cards. Build the four foundations up from Ace to King to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a legal move — foundation plays first. |
| Undo | undo | Take back your last move or stock draw. |
| Auto-Collect | magnet | Send every card that can go up to the foundations. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| First Deal Clear all four foundations and win a game. | 1 | — |
| Klondike Regular Win 15 games of Klondike. | 15 | 150 coins |
| Unaided Victory Win a game without using a hint or undo. | 1 | 200 coins |
| High Roller Finish a game with a score of 800 or more. | 800 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
DrawCount | 1 | — |
🎮 Spider
10 columns, build K→A in suit; full sequences clear.
How to play
- Build columns downward in rank. A full King-to-Ace run in one suit clears itself to a foundation.
- Out of moves? Tap the stock to deal one card to every column — but only when no column is empty. Clear all eight sequences to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a card that can move onto another column. |
| Undo | undo | Take back your last move or row deal. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Web Weaver Clear all eight sequences and win a game. | 1 | — |
| Arachnophile Win 10 games of Spider. | 10 | 150 coins |
| Sequence Builder Complete 20 full suit sequences across all your games. | 20 | 150 coins |
| Tangled Web Win a game played with two or more suits. | 1 | 200 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
SuitCount | 1 | — |
🎮 FreeCell
8 columns, 4 free cells. Every deal is solvable.
How to play
- Every card is face-up. Build columns down in alternating colours; use the free cells (top-left) to park a card.
- Build the four foundations (top-right) up from Ace to King in suit. Every FreeCell deal is solvable!
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a legal move — foundation plays first. |
| Undo | undo | Take back your last move. |
| Auto-Collect | magnet | Send every card that can go up to the foundations. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Cell Block Clear all four foundations and win a game. | 1 | — |
| FreeCell Fan Win 15 games of FreeCell. | 15 | 150 coins |
| Purist Win a game without using undo. | 1 | 200 coins |
| Efficient Win a game in 80 moves or fewer. | 1 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
AllowMultiMove | true | If true, multi-card moves between tableau columns are allowed when free cells permit it. |
🎮 Pyramid
Pair cards that sum to 13 to dismantle the pyramid.
How to play
- Tap two exposed cards whose values add up to 13 to remove them. (A=1, J=11, Q=12.) A King is 13 — tap it to remove it alone.
- Stuck? Tap the stock to flip a new card into the waste. Clear every card in the pyramid to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a pair that sums to 13 (or a removable King). |
| Undo | undo | Take back your last pair, removal or draw. |
| Wild Card | joker | Remove one exposed card for free, no partner needed. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Pyramid Razed Clear the whole pyramid and win a game. | 1 | — |
| Pharaoh Win 10 games of Pyramid. | 10 | 150 coins |
| One Pass Clear the pyramid without recycling the stock. | 1 | 200 coins |
| Pair Hunter Remove 100 cards across all your games. | 100 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Recycles | 2 | — |
🎮 TriPeaks
Click cards adjacent in rank to the waste card.
How to play
- Tap any uncovered card that's exactly one rank above or below the waste card. Chain cards without drawing to build a streak bonus.
- No move? Tap the stock to turn over a new waste card (this resets your streak). Clear all three peaks to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a card you can play onto the waste. |
| Undo | undo | Take back your last play or stock draw. |
| Wild Card | joker | Clear any uncovered card regardless of rank — keeps your streak going. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Summit Clear all three peaks and win a game. | 1 | — |
| Mountaineer Win 10 games of TriPeaks. | 10 | 150 coins |
| Combo King Reach a streak of 10 cards in a single run. | 10 | 200 coins |
| High Altitude Finish a game with a score of 1500 or more. | 1500 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
RankWrap | true | If true, A and K wrap around (K → A → 2 chains). |
🎮 Golf
Build a chain ±1 from the waste card; clear the tableau.
How to play
- Tap any column's bottom card that's one rank above or below the waste card. Long unbroken chains score the most.
- Out of moves? Tap the stock to turn over a new waste card. Clear every column to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a column card you can play onto the waste. |
| Undo | undo | Take back your last play or stock draw. |
| Wild Card | joker | Play any column card onto the waste regardless of rank. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Tee Off Clear the whole tableau and win a game. | 1 | — |
| Club Pro Win 10 games of Golf. | 10 | 150 coins |
| Long Drive Reach a streak of 8 cards in a single chain. | 8 | 200 coins |
| Under Par Finish a game with a score of 600 or more. | 600 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
RankWrap | false | If true, A and K wrap around (K → A → 2 chains). |
🎮 Yukon
Klondike with no stock — move any card and everything on it.
How to play
- There's no stock. Pick up ANY face-up card and everything stacked on it, then drop it onto an alternating-colour card one rank higher.
- Build the four foundations (top-right) up from Ace to King in suit to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a legal move — foundation plays first. |
| Undo | undo | Take back your last move. |
| Auto-Collect | magnet | Send every card that can go up to the foundations. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Gold Rush Clear all four foundations and win a game. | 1 | — |
| Prospector Win 10 games of Yukon. | 10 | 150 coins |
| Self-Made Win a game without using a hint. | 1 | 200 coins |
| Mother Lode Finish a game with a score of 750 or more. | 750 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
🎮 Forty Thieves
Two-deck classic — build down in suit, one card at a time.
How to play
- Move ONE card at a time. In the columns build downward IN SUIT (e.g. 7♠ onto 8♠). Tap a top card, then tap where it should go.
- Turn the stock one card at a time onto the waste — there is no redeal. Build the eight foundations up A → K in suit to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a legal move — foundation plays first. |
| Undo | undo | Take back your last move or draw. |
| Auto-Collect | magnet | Send every card that can go up to the foundations. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| First Haul Clear all eight foundations and win a game. | 1 | — |
| Master Thief Win 10 games of Forty Thieves — no small feat. | 10 | 250 coins |
| Ali Baba Win a game without a hint or an undo. | 1 | 300 coins |
| Treasure Hoard Finish a game with a score of 600 or more. | 600 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
🎮 Canfield
Reserve-fed patience; foundations build up from a base rank, wrapping.
How to play
- The pile on the left is the RESERVE — play its top card to empty it. Empty columns refill from it automatically.
- All four foundations start on the SAME base rank and build up in suit, wrapping past King to Ace. Columns build down by alternating colour, wrapping Ace to King.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a legal move — foundation and reserve plays first. |
| Undo | undo | Take back your last move or deal. |
| Auto-Collect | magnet | Send every card that can go up to the foundations. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Beat the House Clear all four foundations and win a game. | 1 | — |
| High Roller Win 5 games of Canfield — the odds are against you. | 5 | 300 coins |
| Card Sharp Win a game without a hint or an undo. | 1 | 350 coins |
| Saratoga Stakes Finish a game with a score of 500 or more. | 500 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
🎮 Scorpion
Spider-Yukon hybrid — build down in suit, grab any card and its stack.
How to play
- Build down IN SUIT. You may pick up ANY face-up card with every card stacked on it — even a messy pile — and drop it on the same suit, one rank higher.
- Tap the small stock to deal a card onto each of the first three columns. Assemble all four King-to-Ace suits to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Hint | hint | Highlight a card that can be moved onto another column. |
| Undo | undo | Take back your last move or deal. |
| Super Move | wand | Arm one move that ignores the same-suit rule (rank order still applies). |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| First Sting Assemble all four suits and win a game. | 1 | — |
| Venomous Win 10 games of Scorpion. | 10 | 200 coins |
| Bare-Handed Win a game without a hint or an undo. | 1 | 250 coins |
| Tail Strike Finish a game with a score of 600 or more. | 600 | 150 coins |
Reskin slots
background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
💥 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 |
|---|---|
| Klondike | hint undo magnet |
| Spider | hint undo |
| FreeCell | hint undo magnet |
| Pyramid | hint undo joker |
| TriPeaks | hint undo joker |
| Golf | hint undo joker |
| Yukon | hint undo magnet |
| Forty Thieves | hint undo magnet |
| Canfield | hint undo magnet |
| Scorpion | hint undo wand |
🏆 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 |
|---|---|
| Klondike | background card_back card_face |
| Spider | background card_back card_face |
| FreeCell | background card_back card_face |
| Pyramid | background card_back card_face |
| TriPeaks | background card_back card_face |
| Golf | background card_back card_face |
| Yukon | background card_back card_face |
| Forty Thieves | background card_back card_face |
| Canfield | background card_back card_face |
| Scorpion | background card_back card_face |
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_Solitaire.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 KlondikeGame();
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 > Solitaire, 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/Solitaire/MyGame/. - Add
MyGameGame.csimplementingIMiniGame, decorated with[MiniGame("…", "My Game", Category = MiniGameCategory.Solitaire)]. - 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. solitaire_klondike), 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.