A complete Dot Connect puzzle game for Android and iOS with 1,044 levels, a level generator, an IAP shop, ad support, daily puzzles and rewards. Reskin it and publish it.Dot Connect is a complete, ready-to-publish puzzle game for Android and iOS, built in Unity. It comes with 1,044 levels, a level generator for making more, an in-app purchase shop, ad support and a full set of daily and progression features, so you can reskin it, add your ad network and release it.GameplayPlayers drag a line between each pair of matching coloured dots. Lines can't cross, and a level is solved when every pair is connected and every cell of the board is filled. Counters show the moves made, the lines connected and how much of the board is filled. Undo takes back the last move, Reset clears the board, and the Hint power-up connects one pair for the player.The 1,044 levels range from 5x5 to 13x13 boards with 3 to 14 pairs. 355 of them add blocked cells and 200 use shaped, non-rectangular boards.Gameplay- 1,044 levels in JSON files, grouped and sequenced through level group configs- Level generator editor window: draw the board size and shape (blocks and cut-out blanks), set the number of lines, and generate one level or a batch of solvable levels, added straight to a level group- Hint power-up, earned and bought as a resource- Undo and reset, with progress on the current level saved automatically- Daily puzzle on a monthly calendar, with up to 3 stars per dayMonetization- In-app purchase shop (Unity IAP 5): Remove Ads, a one-time Starter Bundle, coin and gem bundles, and chests- Free chest unlocked with a rewarded ad, and a rewarded-ad coin button on the game screen- Banner, interstitial and rewarded ads through a pluggable ad network layer (see Optional)- Remove Ads purchase that stops banners and interstitials, re-applied when purchases are restored- When the player can't afford something, the shop opens on the coins or gems sectionRetention- Daily rewards- Daily tasks- Prize wheel- 10 achievements with tiered rewards- Local notifications for daily rewards, daily tasks and return reminders (Mobile Notifications package; switch on NotificationManager in the Bootstrap to use them)- Rate-the-app prompt- Haptic feedback on Android and iOSProgression- Coins, gems and crowns, with player levels and level-up rewards- Achievements, the daily puzzle and daily tasks unlock as the player completes levels, each with an unlock popupTech- Manager architecture: every system is a manager, loaded in dependency order at startup and listed in one Bootstrap component- ScriptableObject configs for every manager, assigned in the Inspector- Local JSON save system with batched writes- Event bus, object pooling and a screen, popup and HUD UI system with transition animations- String ID types with Inspector pickers for screens, sounds, resources, events and more- Debug console in development builds (time controls, challenge progress, commands)Easy to customizeThe game's own code is 9 scripts in Assets/BizzyBeeGames/DotConnect/ (namespace BBG.DotConnect), 2 of them the level generator. Everything else is the shared BBG framework in Assets/BizzyBeeGames/Framework/. Shop items, rewards, ads, levels and achievements are ScriptableObject configs edited in the Inspector. The UI art is 108 SVG sprites, so it scales cleanly and is easy to recolour. Several BBG games can be imported into the same project and share one copy of the framework.Included documentation: a guide to each framework system (levels, rewards, conditions, features, achievements, daily puzzle, daily reward, prize wheel, interrupts, shop, notifications, sound), a level generator guide, requirements, IAP setup, and a setup guide for each supported ad network.Requirements- Unity 6000.3 or newer, with the Android or iOS build target- Unity UI (com.unity.ugui) with TextMesh Pro, and its TMP Essential Resources- In-App Purchasing (com.unity.purchasing 5.x)- Mobile Notifications (com.unity.mobile.notifications)The three Unity Registry packages are installed with the asset.OptionalThese are detected automatically once you import their SDK. Without them the game still compiles and runs.- Ad networks: Appodeal, AdMob, Unity Ads, AppLovin MAX- Google Play In-App Review (Android in-app rating dialog; without it, "Rate" opens the Play Store page)Not included / limitations- No ad SDKs are bundled: import the network you use and follow its guide in Docs/Ads/- No online backend, accounts, cloud save, leaderboards or analytics. Progress is saved on the device.- No level editor for hand-placing dots: new levels come from the level generator, or are written as JSON files- Builds for Android and iOS onlyThird-party noticesAsset uses Curved Text Mesh Pro under MIT License; see Third-Party Notices.txt file in package for details.Asset uses Nunito font under SIL Open Font License 1.1; see Third-Party Notices.txt file in package for details.- Unity 6000.3.10f1 or newer- Platforms: Android (minimum API 25) and iOS (minimum 15.0)- Render pipeline: the project uses the Built-in Render Pipeline; the game is UI only (uGUI), with no custom shaders- 1 scene (Main.unity, the demo scene that runs the whole game)- 280 C# scripts (242 runtime, 38 editor; 9 of them are the game-specific code, including the 2-script level generator; 4 are third-party)- 91 prefabs (screens, popups, HUDs, buttons, widgets, icons and the game board)- 82 ScriptableObject configs- 108 SVG sprites (vector, imported with Unity's SVG importer)- 21 PNG images: 15 line segment sprites (200x200), 2 UI sprites (1080x1080 and 256x256), app icon and Android adaptive icon layers (1024x1024), notification icon (96x96)- 1,044 level files (JSON), boards from 5x5 to 13x13, plus an editor window that generates more- 8 font files (Nunito, 8 weights) with TextMesh Pro font assets- 19 animation clips, 7 animator controllers- Audio: 14 WAV files, 16-bit, 44.1 kHz, peaks at -1 dB: 1 stereo music loop (38.4 s) and 13 mono sound effects (0.1 to 6.6 s)- Dependencies (Unity Registry, installed with the asset): com.unity.ugui 2.0.0, com.unity.purchasing 5.4.0, com.unity.mobile.notifications 2.4.3- Optional SDKs, detected automatically: Appodeal, AdMob, Unity Ads, AppLovin MAX, Google Play In-App Review- Documentation: 21 Markdown guides: Docs/README.md (index), Requirements.md, a guide per framework system (Levels, Rewards, Conditions, Features, Achievements, DailyPuzzle, DailyReward, PrizeWheel, Interrupts, Shop, Notifications, Sound), IAP.md, Docs/Ads/ (an overview plus one guide each for AdMob, AppLovin MAX, Appodeal and Unity Ads) and DotConnect/Docs/LevelGenerator.md; plus Third-Party Notices.txtAI tools were used in making this package:- Code: Claude Code (Anthropic) was used as a coding assistant for parts of the C# framework and game code, and some other code was generated with AI. All code was reviewed, integrated and tested by the developer.- Raster art: the game's PNG images (the line segment sprites and the circle and star UI images) were generated with AI.- Audio: the music and sound effects were generated with AI.- Vector art: the SVG sprites, the app background, the app icon and notification icon, and the Asset Store key images were written as SVG code with Claude Code and rendered locally. No image-generation model was used for them.- Store screenshots: real captures of the game running in the Unity editor, composed with SVG overlays written with Claude Code.- Listing text: drafted with Claude Code from the project's contents, then reviewed and edited by the developer.Not AI-generated: the 1,044 levels, which were made with the included level generator, a procedural algorithm (no AI model). The level generator's code was written for an earlier release of this game and ported to this framework with Claude Code.Human work: the game design, choosing and directing all generated content, reviewing it, integrating it into the project, and testing the game.


