Mini Game Templates Solitaire - 10 Solitaire Starters for Unity
Satisvizion
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Modular Unity mini-game toolkit with 10 classic templates, procedural UI, reusable progression systems, and the bundled HyperCasual LiveOps Kit (HLK) for ads, IAP, and mobile publishing.Online Documentation: Open the online documentationBrowser Demo (Horizontal): Play in your browserAndroid APK (Portrait): Download the Android demoMini Game Templates · Solitaire PackBuild a polished mini-game collection on a modular foundation instead of rebuilding shared systems for every title.Card-based patience templates with reusable card visuals, rule engines, scoring, and undo-friendly flows. This pack combines ten complete game templates with procedural runtime UI, reusable progression features, centralized customization, and the bundled HyperCasual LiveOps Kit (HLK).🎮 10 INCLUDED GAME TEMPLATES• Klondike — The classic — alternating colours, descending sequences.• Spider — 10 columns, build K→A in suit; full sequences clear.• FreeCell — 8 columns, 4 free cells. Every deal is solvable.• Pyramid — Pair cards that sum to 13 to dismantle the pyramid.• TriPeaks — Click cards adjacent in rank to the waste card.• Golf — Build a chain ±1 from the waste card; clear the tableau.• Yukon — Klondike with no stock — move any card and everything on it.• Forty Thieves — Two-deck classic — build down in suit, one card at a time.• Canfield — Reserve-fed patience; foundations build up from a base rank, wrapping.• Scorpion — Spider-Yukon hybrid — build down in suit, grab any card and its stack.🚀 BUILD AND INTEGRATE FASTER• One shared contract — every included game implements IMiniGame for consistent mounting, unmounting, round control, and host integration.• Procedural runtime UI — each game builds itself in code inside the RectTransform supplied by your own interface.• Automatic discovery — reflection-based registries find games and their supporting systems without a central manual registration list.• Independent modules — each game is organized as a self-contained implementation that can be used as part of the complete dashboard or integrated into another flow.🎛️ CUSTOMIZATION AND PROGRESSION• Data-driven settings — tune game rules, dimensions, difficulty, colors, and progression through the included Studio and ScriptableObject assets.• Reskin workflow — replace supported game art through per-game reskin slots without rewriting the shared runtime.• Boosters and achievements — each game includes dedicated power-ups and progression goals connected to the common game context.• Tutorials and level scaling — first-run guidance and editable difficulty curves help each template support a broader progression loop.• Shared theming — coordinated light and dark themes can update the dashboard and included games together.🛠️ HYPERCASUAL LIVEOPS KIT (HLK)• Bundled toolkit — the full HyperCasual LiveOps Kit is included with the pack.• Monetization foundations — HLK provides reusable systems for advertisements and in-app purchase integration.• Player-facing services — shared live-operations features include haptics, notifications, rate prompts, and related publishing utilities.• Unified integration path — connect game events and rewards to the shared runtime instead of maintaining separate service layers per mini-game.🧩 MODULAR BY DESIGN• Add or remove games cleanly — discovery-based modules reduce coupling between individual templates.• Reusable host context — supply your own theme, audio, save, wallet, score, and event services through the shared mini-game context.• Source-level control — extend game rules, procedural layouts, and deeper behavior directly in the included C# source.📧 SUPPORT• Email — satisvizion@gmail.com🧩 CORE• Game count — 10 complete, independently organized templates in this pack.• Runtime contract — every game implements IMiniGame and mounts inside a caller-provided RectTransform.• Context contract — IMiniGameContext connects games to shared theme, audio, persistence, events, wallet, and score services.• Discovery — reflection-based registries locate game, booster, achievement, reskin, and tutorial implementations.• Source structure — namespace-isolated C# modules keep game implementations separated from the shared runtime.🎨 UI AND CUSTOMIZATION• Interface generation — gameplay UI and logic are constructed procedurally at runtime.• Configuration assets — ScriptableObject settings store rules, board dimensions, difficulty values, and related game-specific options.• Studio tooling — editor panels expose per-game tuning and level-curve controls.• Reskin system — per-game sprite slots support replacing available backgrounds, pieces, tiles, cards, and other visual elements.• Theme system — shared light and dark palettes can be applied across the dashboard and games.📈 GAME SYSTEMS• Boosters — dedicated booster specifications define game-specific power-ups.• Achievements — per-game achievement specifications support progression goals, persistence, notifications, and rewards.• Tutorials — declarative first-run walkthrough specifications are included per game.• Difficulty progression — level settings and curves support configurable scaling across sessions.• Lifecycle — the common mount, round, event, and unmount flow supports embedding games in custom interfaces.🛠️ LIVEOPS• Included framework — HyperCasual LiveOps Kit (HLK) ships with the asset.• Monetization systems — reusable advertisement and in-app purchase integration layers are included.• Engagement systems — HLK includes haptics, notifications, rate prompts, and supporting live-operations utilities.• Integration scope — game rewards and events can connect to the shared wallet, save, and service context.AI-assisted code generation tools were used during development, primarily Claude Code for generating C# code, with a small proportion of assistance from GPT-based models (via Codex). All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project.

