Beads Out | Puzzle Game Template + Level Editors + Ads
Satisvizion
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Beads Out brings 500 bead-filling levels, editable conveyor loops, tray and feeder authoring, three boosters and ads adapters to a Unity 6 game template.Choose which box leaves the tray next, then let the moving bead belt do the filling. Beads Out turns that timing decision into a 500-level Unity puzzle campaign with editable loop paths, feeder queues and tray layouts.Try First: Play in Browser | Download the Android Demo | Read the Online GuideIncluded LiveOps asset: View the complete HyperCasual LiveOps Kit on the Unity Asset Store🎨 Read the belt before choosing a boxBoxes take one of the shelf's limited slots and collect matching beads at the spout. Side feeders replenish the loop; a colour that is still in a feeder can make an early box choice stall. Clear the tray to win. A stalled full shelf gets one recovery, then a repeated stall creates the loss and retry loop. A box behind an overlapping tray box stays blocked until the front box leaves.🔁 Shape the route itselfThe spatial editor shows belt rows, feeder junctions, shelf slots, keys and chains. Paint colours, adjust tray profiles and capacity, or reshape the saved loop by moving, inserting and removing control points. The loop, runtime view and validator share the same centreline. The seeded generator validates conservation and recorded solutions before publishing; append mode preserves existing levels.🧩 Explore a campaign with changing constraintsThe 500 shipped levels move from simple taps through feeders, key-and-chain puzzles, shorter colour runs, smaller shelves and more boxes. Current winning-witness validation covers all 500 levels. It proves the recorded solution for each level; human difficulty balance remains a separate task.✨ Unlock help through real progressExtra Slot adds a shelf position, up to six. Move Any deliberately bypasses tray blocking for its targeted box. Fill pulls matching beads into an unfinished shelf box. Real wins earn the persistent unlocks at levels 2, 7 and 12, with two initial charges once per booster. At zero stock, the refill popup offers coins or a rewarded placement; cancelling or an unsuccessful ad grants nothing.📦 Bring the game into your own productImport Assets/Game and the included first-party HyperCasualLiveOpsKit, then configure the documented Unity 6000.0.62f1 URP setup. Retheme the procedural colours and box presentation, change level data and tune progression. Ads are included as LiveOps provider adapters, alongside the shared menu, rewards, economy and retention systems. Current downloadable demos use local/mock ads; vendor SDKs, consent, production IDs and signing are buyer configuration. Android and WebGL build evidence and a game-specific buyer guide are included. No live account or native-device certification is claimed.Asset uses Robert Penner’s Easing Equations under BSD 3-Clause License; see Third-Party Notices.txt file in package for details.See Third-Party Notices.txt in the package for the verified dependency and license inventory.The game-specific online guide explains importing the buyer package, configuring URP, editing levels, generating content and preparing platform services. The included kit manual covers its shared systems.For product help, contact SatisVizion at satisvizion@gmail.comHosted browser demo refresh is pending; the validated local WebGL archive is included in the kit.Asset type: Complete game template; C# runtime and level authoring toolsUnity: Unity 6; verified 6000.0.62f1. Earlier versions are not certifiedVerified Editor version: 6000.0.62f1Render pipeline: Universal Render Pipeline 17.0.4Color space: LinearPrimary orientation/layout: Portrait; responsive browser canvas preserves 9:16Input: Touch and mouseIncluded levels/content: 500 JSON levels; all 500 imported winning witnesses passed; 499 distinct formations measured in the current clean buyer importIncluded gameplay systems/boosters: 3: Extra Slot (up to six shelf slots), Move Any and Fill; persistent unlocks at levels 2, 7 and 12Authoring tools: Manual Level Editor and Auto Level Generator; JSON campaign authoringScenes: 3Prefabs: 8Scripts: 696 C# files; 7 assembly definitionsShaders/materials: 2 shader sources; 8 materialsTextures/sprites: 61 images; 48–1672 px wide, 48–1536 px high; exact dimensions and formats in technical-inventory.jsonAudio: 48 WAV clips; sample rates [44100, 48000] Hz; bit depths [16]; channels [1, 2]; 0.08–2.12 seconds per clip; 31.24 seconds totalData format: JSON level data; Unity scenes, prefabs and ScriptableObject configurationRequired dependencies: com.unity.render-pipelines.universal 17.0.4; com.unity.inputsystem 1.14.2; com.unity.ugui 2.0.0; com.unity.test-framework 1.4.5; import TextMesh Pro Essential Resources separatelyOptional integrations: Google Mobile Ads/AdMob, LevelPlay, AppsFlyer and platform services require separate SDKs and buyer credentials; SDK binaries are not bundledAds: Ads are included. Provider adapters and LocalQA configuration are included; these downloadable demos use mock/local fallback with no Google SDK installed. Official Google-served test-ad shots in the promo are separately recorded evidence. Configure production IDs, consent and vendor SDKs before releaseVerified build targets: See current build receipts and validation status in publishing evidenceSupported project targets: Android and WebGL; Windows used for buyer-import gameplay validation. iOS/native-device acceptance is not certifiedKnown limitations: Automated legal-player checks prove losing routes in 200 of 278 eligible late levels while retaining the 150-route authoring requirement. All 500 winning witnesses pass. Large level JSON can overflow the native editor raw text view. Human difficulty balance is unmeasured. Production signing, privacy/consent, store products, live ad/billing/account certification and original game provenance confirmation remain pendingAI-assisted production passes assisted with the V1 C# simulation, presentation, procedural model code, HUD and JSON transcription of the two recorded levels, followed by the LiveOps integration, stall-loss rule, boosters, level editor, seeded campaign generator and scripted loop-control-point construction. A human V2 developer rebuilt box models and enhanced particles, animation, boosters and conveyor presentation; later AI-assisted passes integrated those changes with the corrected tray-blocking predicate, solution certificates, persistent booster progression and buyer tools. These modifications were exercised through the archived source QA and current clean-import checks. Rights to the original recorded design and V2 developer contribution still require confirmation. OpenAI Codex assisted with an editor-only bounded seeded loss-proof fallback and caching; nine additional failed traces reproduced twice and the unchanged 150-route threshold passed with 200 proofs. A subsequent editor-only save-guard correction normalizes CRLF/LF line endings while still refusing external JSON content changes. The production handoff records OpenAI Codex assistance. Exact historical tools/models and human review history remain subject to owner confirmation. Supplied dated AI-DISCLOSURE.txt records also declare historical Claude/Claude Code assistance. Those preserved handoff declarations have not been independently verified in this publishing run; original asset rights and human review remain subject to owner confirmation.GPT-based models through OpenAI Codex assisted with current publishing/build/export automation and document/listing corrections. Some earlier origin/tool declarations remain unresolved in the packaged AI-DISCLOSURE.txt.OpenAI ImageGen generated the game-specific booster UI icons and tutorial illustrations identified in the packaged disclosure and source art manifest, plus supplemental marketplace key art. Booster outputs were selected, resized, imported and bound to the existing booster definitions without changing their IDs or effects; original prompts and QA are preserved. Authentic gameplay/editor captures supply feature evidence. ElevenLabs generated the reusable Brian voice narration for the separate promotional video; the selected narration was sequenced against its gameplay/editor sections and mixed with ducked music and authentic opening gameplay sounds.See Third-Party Notices.txt in the package for the verified dependency and license inventory.


