94 Hyper-Casual Mini Games + Launcher
Hamza Obaidat
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94 complete hyper-casual games in one Unity 6 URP project, with a launcher, original art in 18
styles, an icon per game, personal bests, and optional ads, IAP and online leaderboards. Full C# source.Universal Render Pipeline 17.3 (Unity 6000.3 or newer). Not compatible withBuilt-in or HDRP without material conversion. Requires the legacy Input Manager(Active Input Handling: Old or Both). Portrait mobile layout; Android and iOS.Ninety-four finished hyper-casual games in one Unity project, and a launcher good enough to ship in front of them. Every game is a self-contained folder and scene - scripts, art, prefabs and audio together - so you can ship one game, a handful, or the whole collection, and delete the rest without touching anything else.Webgl LinkAndroid LinkRequirements - please read before buyingUnity 6000.3 or newer, Universal Render Pipeline 17.3, legacy Input Manager (Active Input Handling: Old or Both), linear or gamma, portrait mobile layout.DOTween (HOTween v2) - free on the Asset Store - is used throughout and must be imported first.Unity Registry packages, all free: Universal RP, Shader Graph, uGUI / TextMeshPro, 2D Sprite, 2D SpriteShape.23 of the 94 games use effects and models from other Asset Store packs, which are NOT included and are not redistributable. The other 71 games need nothing beyond the list above. Which game needs which pack is listed in the documentation and repeated below.What you get94 complete games. Arcade, puzzle, runner, physics, merge, match and aim games. 68 are 2D sprite games; 26 are built with 3D geometry - 8 through a perspective camera, the rest isometric through an orthographic one. All of them live in the same project and the same launcher.A launcher worth shipping. A two-column card grid with four tabs: all games, favourites (tap the heart on any card), Scores, and More, which holds Settings and Remove Ads. A live search field sits behind the magnifier in the header. It lists every game in Build Profiles automatically, opens it with one tap, and gives the grid back at the same scroll position when the player returns. It is built at runtime from a handful of tinted PNGs, so restyling it is a colour change, not an art job.An icon for every game, drawn in that game's own art style, so the menu previews all 18 styles before you open anything. Drop a PNG named after the game folder into Shared/Resources/Game Icons and the launcher picks it up - no scene wiring.Original art in 18 styles: paper, neon, candy, pixel, space, ocean, forest, desert, arctic, blueprint, comic, lava, sakura, mono, chalk, circuit, city and tropical. Backgrounds, sprites, 9-slice UI panels, score badges, buttons and fonts are drawn for this package. No store-pack demo art, no placeholder scenes.A sound set per style: 17 synthesised clips each - tap, start, score, collect, jump, move, shoot, hit, explode, bounce, pop, splash, tick, wrong, success, game over, power-up - at 44.1 kHz mono WAV. Nothing sampled, no licences to chase. A shared GameFeedback component adds taps, score, start and game-over sounds and small particle bursts to games that had none; it watches the game's own UI, so it needs no game code.A personal best for every game. A shared ScoreWatcher spots the end of a run and reads the score off whichever component is holding it, so all 94 games record a best with nothing to wire in a scene. The launcher puts each record on its own card and a banner shows the best - or NEW BEST - when a run ends. BestScores.NewBest is a plain C# event, so a leaderboard or a celebration hooks straight on.Score-driven difficulty in every game. A shared DifficultyDirector turns the score into levels and speeds the run up, or scales the exact fields you point it at - spawn interval, move speed - tuned per game in the Inspector. 59 games speed the whole run up; 87 scale specific fields.Settings that do something: sound, vibration, and a battery saver that runs every game at 30 fps instead of 60 - applied before the first scene loads, with no per-game code.Built for 60 fps on mobile. A shared PerformanceSettings bootstrap targets 60 frames per second, runs physics at a matching 60 Hz so moving bodies do not judder, caps the render resolution on high-density phones and keeps the screen awake. It also restores gravity and time scale between games, so a game that changes them cannot leak that into the next one. Android Optimized Frame Pacing is on.Remove Ads, ready to sell. A one-off non-consumable purchase with its own screen, priced at $1.00 in the sample. Once owned, the ads layer switches itself off everywhere, and the entitlement lives on the player's store account, so it comes back after a reinstall.Optional ads. An interstitial layer that runs without any SDK and switches itself on when you import the Google Mobile Ads plugin - it sets and removes the scripting define for you. Consent (UMP) is handled. No rewarded ads, no game code to change.Optional online leaderboards. The Scores tab opens with the boards everybody is on - a row per featured game, name, rank and the player's own row pinned, loading 25 at a time with no ceiling - through Unity Cloud Leaderboards, with anonymous sign-in so nothing is asked of the player. Ten featured games ship configured; add or remove a line in one text file. Google Play Games sits alongside it for Android.Nothing you do not want compiles in. Ads, IAP, Unity Cloud Leaderboards and Google Play Games each sit behind their own scripting define and compile to nothing without their packages, so the project builds untouched if you want no backend at all. The Scores tab then shows on-device personal bests, as it always did.An extension point for the menu: LauncherExtras.Add(glyph, label, action) puts a row on the More tab from outside the package, for anything else you want to bolt on without editing the launcher.Shared systems: start / score / game-over popups, a base GameManager, singletons, swipe input, camera shake, and a responsive camera for any aspect ratio.A one-line "how to play" on every game's start screen.Clean C#: everything in the MiniGames namespace, one sub-namespace per game, no editor extensions required, offline PDF documentation.Packs used by 23 of the games (not included)The other 71 games need none of these.Toon Shaders Pro for URP (paid) - 13 games: Blade Flip, Block Leap, Marble Roll, Penguin Path, Pipe Glide, Rift Runner, Rope Swing, Shape Shift, Splash Jump, Tail Chase, Tile Weave, Twin Lanes, Wall Jumper.Cartoon FX Remaster Free (free) - 7 games: Aim Burst, Cannon Volley, Gap Pass, Glow Steps, Jet Weave, Missile Dodge, Petal Catch.Volumetric Lines (free) - 2 games: Mirror Dodge, Rope Swing.Hyper Casual FX (free) - 1 game: Flow Fill.Rain Maker (free), Rocket Pack and Lighting Effects - 1 game: Comet Race.SimplePoly City - Low Poly Assets - 1 game: Twin Lanes.Low Poly Sci-Fi Neon Knife - 1 game: Blade Flip.GamesAim Burst, Ball Barrage, Blade Flip, Block Leap, Bounce Guard, Box Swipe, Bridge Dash, Cannon Volley, Charge Jump, Circle Blitz, Cloud Hop, Color Drop, Color Wheel, Comet Race, Core Defender, Corner Drift, Cube Sort, Dot Loop, Double Up, Flood Fill, Flow Fill, Four Up, Fruit Basket, Gap Pass, Glide Lanes, Glow Steps, Gravity Flip, Grid Crush, Grid Step, Halo Run, Harpoon Pop, Hex Spin, Hold Steady, Hoop Flick, Jet Weave, Light Guard, Loop Leap, Marble Roll, Maze Twist, Merge Munch, Mirror Dodge, Missile Dodge, Neon Flipper, Nine Pairs, Number Grid, Odd Hue, Orb Popper, Paint Pour, Penguin Path, Petal Catch, Pillar Hop, Pin Spin, Pipe Glide, Pivot Point, Pixel Sprint, Press Escape, Prism Pass, Red Zone, Rift Runner, Ring Shot, Rope Swing, Safe Orbit, Satellite Run, Shade Match, Shape Shift, Sharp Turns, Side Swap, Sky Fall, Slab Stacker, Slice Field, Slide Tiles, Snow Carve, Spiral Plunge, Splash Jump, Stair Dash, Star Split, Stick Bridge, Streak Run, Stunt Wheels, Summit Climb, Sweet Swap, Tail Chase, Target Rush, Thorn Slip, Tile Weave, Tone Switch, Tower Swing, Tunnel Pilot, Twin Lanes, Twirl Line, Wall Jumper, Wave Drift, Wave Smash, Word Hue.Unity 6000.3.7f1 or newer; Universal Render Pipeline 17.3; legacy Input Manager.95 scenes (94 games + launcher), 783 C# scripts, 560 prefabs, 125 materials, 70 animation clips, 42 animator controllers, 6 shaders.Art: 947 PNG, none larger than 2048 px. 18 art styles, each with backgrounds, 9-slice UI panels, a particle sprite and a 256 px menu icon per game.Audio: 310 WAV - 306 synthesised style clips (18 styles x 17 sounds, 44.1 kHz 16-bit mono) plus 4 long game loops.Models: 6 FBX, 2 OBJ, low poly.Fonts: 46 TTF across 34 families, all SIL Open Font License 1.1.Portrait mobile layout at a 1080 x 1920 reference; the camera adapts to any aspect ratio.60 fps target with matching 60 Hz physics; render resolution capped to a 1080 px short edge on denser panels. Both configurable in one file.Android and iOS. Tested on Android with IL2CPP, ARM64, target API 36.3,226 files, about 166 MB of source, roughly 175 MB once imported.Documentation: offline PDF in the Documentation folder.Optional integrations, each behind a scripting define and each compiling to nothing without its package: Unity IAP, Unity Cloud Leaderboards + Authentication, Google Mobile Ads, Google Play Games.Some sprites in Wave Smash and Tail Chase were created with ChatGPT image generation and thencut, cleaned up and integrated into the games by the author. All other content was created bythe author.


