A complete block puzzle game for Android and iOS with 603 levels, a level creator, an IAP shop, ad support, daily puzzles and rewards. Reskin it and publish it.Hexa Block is a complete, ready-to-publish puzzle game for Android and iOS, built in Unity. It comes with 603 levels on hexagon, square and triangle boards, a level creator 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 coloured shapes from a tray onto a board until every shape has been placed. Shapes can be picked back up and moved, and a level is solved when all of them are on the board. Reset sends every shape back to the tray, and the Hint power-up shows where one shape belongs.The main progression plays 603 levels, alternating between hexagon, square and triangle boards, with 3 Beginner levels followed by 50 Easy, 50 Medium, 50 Hard and 50 Impossible levels of each shape. A further 147 Beginner level files are included for you to add to a level group if you want a gentler start.Gameplay- 603 levels in the main progression, plus 147 spare Beginner levels, as JSON files grouped and sequenced through level group configs- Three tile shapes: hexagon (both orientations supported), square and triangle- Level Creator editor window: choose the tile shape and board size, place shapes by hand or auto-fill them, and export one level or generate a batch- Hint power-up, earned and bought as a resource- 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 11 scripts in Assets/BizzyBeeGames/HexaBlock/ (namespace BBG.HexaBlock), 5 of them the level tools. 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 art is 129 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), 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.- Shapes don't rotate: each one is placed as it appears in the tray- 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)- 286 C# scripts (245 runtime, 41 editor; 11 of them are the game-specific code, including 5 for the level tools; 4 are third-party)- 113 prefabs (screens, popups, HUDs, buttons, widgets, icons, the game area and its tiles)- 83 ScriptableObject configs- 129 SVG sprites (vector, imported with Unity's SVG importer)- 7 PNG images: app icon and Android adaptive icon layers (1024x1024), notification icon (128x128), 3 level creator textures (128x128)- 750 level files (JSON): 250 each of hexagon, square and triangle, with hexagon and square boards up to 9x9 and triangle boards up to 7x13. 603 are used by the level groups; the other 147 are spare Beginner levels. An editor window makes more- 8 font files (Nunito, 8 weights) with TextMesh Pro font assets- 19 animation clips, 7 animator controllers- Audio: 16 WAV files, 16-bit, 44.1 kHz: 1 stereo music loop (38.4 s) and 15 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: 20 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 and Docs/Ads/ (an overview plus one guide each for AdMob, AppLovin MAX, Appodeal and Unity Ads); 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. All code was reviewed, integrated and tested by the developer.- Audio: the framework's music and sound effects were generated with AI. The two shape sounds were synthesized by a script written with Claude Code.- Vector art: the SVG sprites, the tile art, 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 and video: 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.[CONFIRM BEFORE PASTING, then delete this line: how the 750 level files were made (the levels and Level Creator came from an earlier project), and how the 3 Level Creator PNG textures were made.]Human work: the game design, choosing and directing all generated content, reviewing it, integrating it into the project, and testing the game.


