Sky Rush: Traffic Puzzle — Buyer Guide

Unity 6000.0.62f1 · Universal Render Pipeline 17.0.4 · 500-level portrait puzzle template

Overview

Sky Rush: Traffic Puzzle is a portrait traffic-jam puzzle in which players move aircraft-shaped vehicles through a compact board, align them with matching gates, board color-coded passenger groups, and clear the traffic before the countdown expires. Vehicle footprints include horizontal, vertical and L-shaped craft; later levels add stacks, obstacles, ice, direction constraints, keys and locked gates.

The package combines the complete gameplay loop, 500 JSON levels, three boosters, visual authoring tools, responsive UI, progression, economy, ads adapters and the HyperCasual LiveOps Kit in one editable Unity project.

Getting Started

  1. Open or create a Unity 6000.0.62f1 project using URP 17.0.4.
  2. Import the package, then confirm the Input System and Unity UI packages are installed.
  3. Add Assets/HyperCasualLiveOpsKit/StarterMenu/Scenes/HLK_MainMenu.unity first and Assets/Game/Scenes/Game.unity second in Build Settings.
  4. Open the menu scene and press Play. Use Play Next Level or the level selector to enter the campaign.
  5. Open Tools → Sky Rush → Level Editor or Auto Level Generator to author content.

Gameplay Architecture

500-Level Campaign

Assets/Game/Resources/Levels contains contiguous Level_1.json through Level_500.json. Levels 1 and 200 preserve the recorded source boards; the other 498 were generated from the saved campaign plan. The difficulty ramp expands board silhouettes, vehicle counts, gate layouts, obstacles, stacks, locks and time pressure. Saved witnesses replay through the same simulation used by the game.

Campaign validation checks geometry, footprints, gate access, passenger and seat counts, key/lock relationships, timers, variety limits and witness completion before new files are published.

Manual Editor and Automatic Generator

The Level Editor provides a spatial canvas for board masks, vehicles, gates, queues, obstacles, ice, rotation, mirroring, keys and timing. It supports campaign navigation, duplication, deletion, validation and play-testing of saved levels.

The Automatic Level Generator creates deterministic campaign batches from a saved seed and progression rules. Generated levels use the same JSON format and runtime loader as hand-authored levels, so teams can generate a foundation and refine selected stages manually.

Boosters

BoosterEffectUnlock
FreezePauses the gameplay countdown for ten seconds and refuses invalid stacking without spending inventory.Level 2
HammerArms target mode and removes one eligible unloaded craft; invalid targets do not consume a charge.Level 7
MagnetBoards the front compatible passenger group into a selected valid vehicle.Level 12

Each booster grants two free charges once when legitimately unlocked. First-use explanations, inventory persistence and the zero-stock refill flow are supplied through the integrated power-up system.

HyperCasual LiveOps Kit

The included kit supplies reusable foundations for progression, currency, daily gifts, quests, battle pass, shop/catalog content, offers, minigames, ads, IAP adapters, analytics hooks, remote configuration, consent, permissions, sharing, rate prompts, notifications, cloud save, game services and platform-native fallbacks.

Ads are included through the Google Mobile Ads adapter and installer workflow. The vendor SDK itself is not redistributed. Local/demo builds use test or simulated providers until the buyer installs the current SDK and adds production identifiers. IAP, cloud, consent and other account-backed services likewise require the buyer's credentials and release configuration.

Customization

Production Checklist and Limitations

Support

For product help, contact SatisVizion at satisvizion@gmail.com.

Include the Unity version, level number, target platform and relevant Console output when reporting an issue.