Yarn Bounce | Puzzle Game Template + Level Editors + Ads
Satisvizion
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Build a hyper casual yarn-sorting puzzle with Unity 6 URP, 500 levels, four boosters, visual level editors, mobile systems, and ads included.Turn a tactile yarn-sorting concept into your own hyper casual mobile puzzle game with Yarn Bounce—a complete Unity 6 URP puzzle game template with source code. The package combines a finished color-matching campaign, content-authoring tools, responsive portrait presentation, modular mobile systems, and ads integration in one editable project.The player chooses a glass dispenser, transfers its available run of matching spools to a spring launcher, and fills same-colored fabric patches. Launcher capacity and dispenser order drive this yarn-sorting and color-matching puzzle loop, while plugged targets, concealed colors, and latched patches introduce new constraints as the campaign develops.Try the project: Play in Browser | Download the Android Demo | Read the Online GuideHyperCasual LiveOps Kit is included for ads, haptics, IAP, and other similar backend features.🧵 FROM FIRST TAP TO FINISHED PICTURE- Choose a dispenser and load only its currently available matching yarn run.- Watch spools travel through animated thread trails into their matching fabric targets.- Manage the limited spring capacity so unwanted colors do not block the solution.- Adapt to plugged holes, mystery patches that reveal during play, and targets secured by latches.- Complete the fabric image to trigger rewards, campaign progress, and the connected result flow.- Use particles, material reactions, sound effects, haptics, and reveal animation as replaceable feedback layers.⚡ CAMPAIGN SNAPSHOT- 500 numbered campaign levels are included as editable `YarnLevelAsset` ScriptableObjects.- All campaign entries pass through the project's structural and solver-oriented validation workflow.- Four working boosters—Hole Punch, Re-Spool, Unload, and Unpick—include unlock rules, inventory counts, availability checks, tutorials, and effect handlers.- The shipped campaign uses single-layer layouts without wall-based stages; the schema and editors also support layers and walls for newly authored content.- Touch and pointer controls make the same scenes practical for mobile play, Editor testing, and desktop preview.🛠️ A TWO-PATH LEVEL WORKFLOWShape individual puzzles visually. The Manual Level Editor lets you paint fabric patches, assign yarn colors, manage layers, place walls, toggle mystery or latch states, edit supply, erase cells, use selection tools, and undo changes without entering Play mode.Produce campaigns in batches. The Automatic Level Generator exposes ranges for board size, color count, layer count, launcher capacity, dispenser layout, mystery frequency, latch frequency, and wall percentage. Seed control makes a run reproducible, while validation and supply-balancing checks help prevent unusable output.Because levels remain regular Unity assets, generated stages and carefully hand-authored stages use the same runtime pipeline and can be revised with the same tools.🔧 RETHEME THE GAME WITHOUT REBUILDING ITS RULES- Change the shared yarn palette to update color presentation consistently across level content.- Duplicate or edit machine-theme assets for the launcher, dispensers, board, and material treatment.- Replace interface styling, sounds, particles, rewards, tutorials, and result presentation independently.- Extend the `YarnLevelAsset` schema when adding a mechanic, then expose it through the authoring windows.- Add catalog-driven booster behavior through the existing power-up adapter structure.- Keep gameplay rules, data, visuals, Editor tools, and service adapters isolated as the project grows.📱 MOBILE SYSTEMS AND ADS INCLUDEDThe integrated HyperCasual LiveOps Kit supplies reusable foundations for progression, economy, daily rewards, quests, achievements, battle pass flows, shop/catalog content, offers, minigames, consent, permissions, sharing, rate prompts, notifications, analytics hooks, cloud-save backends, leaderboards, and platform-service adapters. These systems make the project a practical starting point for a hypercasual puzzle game, casual mobile game, or customized sorting-game release.Ads are included. The Google Mobile Ads adapter layer is present, and the public demo uses Google's official test inventory. The vendor plugin itself is not bundled in the buyer package. Purchases remain in simulated/dummy mode until real store products and credentials are supplied. Services requiring external consoles or native credentials use safe demo behavior where supported.🧭 PROJECT ORGANIZATION- The `YarnBounce` runtime namespace is separated from its Editor-only tooling.- Starter-menu and gameplay scenes are preconfigured for the included flow.- Levels, palettes, themes, booster definitions, and service settings are data driven.- Buyer-facing HTML documentation explains setup, puzzle architecture, both level tools, boosters, customization, limitations, and extension points.- Public WebGL and Android builds allow the project to be evaluated before purchase.⚠️ BEFORE A PRODUCTION RELEASE- The downloadable APK is a development/demo build rather than a production-signed store binary.- Replace test AdMob identifiers and configure real store products before monetizing a release.- Production signing credentials, privacy-policy URL, and platform-console credentials are not supplied.- Background music is not included; sound effects and audio-system support are included.- Native platform features require the buyer's own accounts, dashboards, and configuration.- Review every test or simulated service setting before submitting a derived game to an app store.📜 LICENSE AND PACKAGE BOUNDARYThe package uses Robert Penner's easing equations under the BSD license, with the full notice retained in source. Optional vendor SDKs, including the Google Mobile Ads Unity plugin, Google Play Games plugin, and External Dependency Manager for Unity, are not bundled; see `Third-Party Notices.txt` in the package for the verified dependency and license inventory. AI-assisted and AI-generated content is disclosed separately in the Publisher Portal's Created with AI field.🔗 GUIDANCE AND CONTACTThe online Yarn Bounce guide covers opening the project, navigating its scenes, understanding the runtime structure, using both level-authoring paths, configuring palettes and machine themes, working with boosters, extending the data model, and resolving common setup issues.For product help, contact SatisVizion at satisvizion@gmail.comAds are included and use test configuration until production identifiers are supplied.- Asset type: Complete mobile puzzle game template / source project.- Unity: Unity 6.0 or newer.- Verified Editor version: Unity 6000.0.62f1.- Render pipeline: Universal Render Pipeline (URP) 17.0.4.- Color space: Linear.- Primary orientation/layout: Portrait, responsive 9:16 presentation.- Input: Touch and pointer input with Editor and desktop fallbacks.- Included levels: 500 contiguous `YarnLevelAsset` campaign levels.- Included boosters: 4 — Hole Punch, Re-Spool, Unload, and Unpick.- Authoring tools: Manual Level Editor and seeded Automatic Level Generator.- Scenes: 4 shipped Unity scenes across the Yarn Bounce and HyperCasual LiveOps Kit publish roots.- Prefabs: 7 shipped prefabs.- Scripts: 601 C# scripts after test-folder and vendor-SDK exclusions.- Shaders/materials: 10 shaders and 25 materials.- Textures/sprites: 40 PNG images; included dimensions are 64×64, 512×512, 1024×640, 1024×1024, 1024×1536, 1254×1254, and 1672×941 pixels.- Audio: 45 WAV sound-effect clips, 16-bit PCM; 40 stereo clips at 48 kHz and 5 mono clips at 44.1 kHz; 28.6 seconds total, with individual clips from 0.08 to 2.12 seconds.- Level/data format: Unity ScriptableObject assets.- Required Unity packages: Universal RP 17.0.4 and the Unity Registry packages resolved by the included project manifest.- Optional integrations: Google Mobile Ads, Google Play Games, and External Dependency Manager for Unity adapters are supported; their vendor SDK source/binaries are not included in the buyer package and must be obtained separately under their current licenses.- Ads: Included through the Google Mobile Ads adapter layer; the demo uses official test ad inventory, and buyers must install the vendor plugin and add production identifiers before release.- Android demo: ARM64 (`arm64-v8a`), minimum SDK 24, target SDK 36; development/demo build, not production signed.- Freshly built demo targets: Android and WebGL.- Supported project targets: Android, iOS, WebGL, and desktop targets supported by Unity and the configured service backends.- Known limitations: The included 500-level campaign uses single-layer layouts and contains no wall-based levels, although layers and walls are supported by the authoring tools. Production ads, IAP, signing, privacy-policy, and platform-console credentials are not included.AI-assisted code generation tools were used during development, primarily Claude Code for generating C# and supporting tooling code, with a smaller proportion of assistance from GPT-based models via Codex. All AI-assisted code was manually reviewed, modified, integrated, compiled, and tested for correctness, performance, maintainability, and compatibility with the project.OpenAI image generation (GPT image model, via Codex) was used to create the booster and power-up artwork shipped inside this package - the booster icons and their tutorial images, for both Yarn Bounce and the bundled HyperCasual LiveOps Kit. Each output was selected from several generations, cleaned of embedded metadata, resized to the project's UI sprite sizes, imported with the project's sprite settings, and checked in-game for readability at button scale. Not produced by a generative model: the level content, which comes from this project's own deterministic generator; the audio; and the scenes, prefabs, materials and ScriptableObject data.See AI-DISCLOSURE.txt in the package for the itemised list of every AI-generated asset, the tool used, and the modifications made. See Third-Party Notices.txt in the package for the dependency and licence inventory.




