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
- Open or create a Unity 6000.0.62f1 project using URP 17.0.4.
- Import the package, then confirm the Input System and Unity UI packages are installed.
- Add
Assets/HyperCasualLiveOpsKit/StarterMenu/Scenes/HLK_MainMenu.unityfirst andAssets/Game/Scenes/Game.unitysecond in Build Settings. - Open the menu scene and press Play. Use Play Next Level or the level selector to enter the campaign.
- Open Tools → Sky Rush → Level Editor or Auto Level Generator to author content.
Gameplay Architecture
- Vehicle movement: drag valid craft across the grid while footprint, collision, axis, mask and obstacle rules are enforced.
- Passenger boarding: route a vehicle to a compatible gate so the front matching passenger group can board.
- Departures: filled craft lift and exit, freeing space for later moves.
- Win and loss: clear every vehicle to win; reaching 00:00 produces the loss flow.
- Advanced rules: board masks, turned/mirrored L pieces, stacked vehicles, frozen craft, directional vehicles, keys and locked gates.
- Deterministic data: every level is stored as readable JSON and carries a proven witness route used by validation and QA.
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
| Booster | Effect | Unlock |
|---|---|---|
| Freeze | Pauses the gameplay countdown for ten seconds and refuses invalid stacking without spending inventory. | Level 2 |
| Hammer | Arms target mode and removes one eligible unloaded craft; invalid targets do not consume a charge. | Level 7 |
| Magnet | Boards 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
- Replace vehicle meshes, materials, palette and board styling without changing the simulation.
- Edit chapter rules, timers, vehicle counts and mechanic introductions, then regenerate from a new seed.
- Retheme the starter menu, HUD, booster icons, tutorials, audio cues, rewards and result screens.
- Extend the JSON schema and expose new fields through the editor adapter.
- Configure economy and LiveOps modules through their ScriptableObject settings and editor tooling.
Production Checklist and Limitations
- The included Android build is a development demo, not a production-signed store binary.
- Production ad IDs, vendor SDK binaries, store products, signing keys, privacy/terms URLs and platform-console credentials are not supplied.
- Local desktop QA is recorded; buyers must perform their own Android/iOS device testing and commercial difficulty balancing.
- Optional native services depend on the buyer's accounts, selected SDKs and current vendor terms.
- Review
Third-Party Notices.txtand the included license files before redistribution.
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.