Cup Stack Jam – Unity Hypercasual Game Source Code

    Version 1.0

    1/11

    Description

    Start with a satisfying tap-and-sort mechanic and finish with a customizable mobile game foundation. Cup Stack Jam combines animated 3D cup sorting, a verified campaign, practical content tools, and ready-to-configure monetization and LiveOps systems in one Unity 6 project.

    Players tap cup stacks and send matching colors toward the active trays. A filled tray packs away and the queue advances, while peg capacity, locked trays, hidden colors, board cut-outs, and wildcard cups turn a simple action into a planning puzzle. There are no timers or move limits in the included campaign.

    Try the project: Play in Browser | Download the Android Demo | Read the Online Guide

    HyperCasual LiveOps Kit is included for ads, haptics, IAP, and other similar backend features.

    🥤 TAP, ROUTE, AND CLEAR

    The board, tray queue, and limited peg buffer create an immediately readable color-sorting loop. Cups animate into place, completed trays leave the board, and invalid actions are refused without consuming a booster. Touch-first portrait controls keep the interaction direct on mobile.

    🧠 A CAMPAIGN MEASURED END TO END

    • 500 contiguous JSON levels are included.
    • Every generated level passes the project's solver before being written.
    • Difficulty bands introduce cut-outs, locks, mystery stacks, wildcard cups, color growth, and tighter capacity gradually.
    • Reproducible seeds make it possible to regenerate or extend a campaign deliberately.

    🏗️ TWO COMPLEMENTARY CONTENT WORKFLOWS

    Shape individual puzzles in the visual Manual Level Editor, including stacks, trays, obstacles, special mechanics, booster counts, and unlock levels. Use the Automatic Level Generator to create balanced ranges at scale. Both tools share the same data and validation layer, so authored and generated content follow the same rules.

    🎯 FOUR TACTICAL BOOSTERS

    Shuffle reorders waiting trays, Extra Peg expands the buffer, Unlock opens a locked tray, and Pull Forward brings a selected queued tray to the front. Unlock progression, inventory, first-use explanations, targeting behavior, and no-charge refusals are already connected.

    📈 SYSTEMS AROUND THE PUZZLE

    The included HyperCasual LiveOps Kit supplies local progression and save data, currencies, shops, daily rewards, achievements, rankings, battle pass surfaces, lucky wheel, slots, mystery chests, audio, haptics, analytics adapters, and configurable service boundaries.

    Ads are included. Banner, interstitial, and rewarded-ad placements are implemented and the demonstration setup uses official test inventory. The Google Mobile Ads vendor plugin and production IDs are not bundled. Purchases use a dummy backend until the buyer configures real platform products and credentials.

    🎨 MAKE IT YOURS

    Retheme the palette, URP materials, meshes, UI art, sounds, and feedback without rewriting the core rules. Game code is isolated under the CupStackJam namespace, while levels use readable JSON and settings use ScriptableObject assets. FBX model sources, materials, prefabs, shaders, and editor code are included.

    🔧 RELEASE CONFIGURATION REQUIRED

    • Install and license any optional vendor SDKs needed for enabled services.
    • Replace test ad IDs and dummy purchase settings.
    • Provide upload signing, privacy-policy hosting, platform-console credentials, and store product IDs.
    • The supplied APK is a development/demo build rather than a production-signed release.

    🤖 CREATED WITH AI

    AI-assisted code generation tools were used during development, primarily Claude Code for generating C#, Python modeling helpers, and supporting tooling, 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) produced the shipped booster and power-up artwork — the four booster icons and their tutorial images, plus three booster images in 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.

    Level content is not AI-generated. The 500 campaign levels are produced by the project's own deterministic generator, not by a trained generative model. Audio, scenes, prefabs and materials are not AI-generated either.

    The complete file-by-file list of AI-generated assets ships inside the package as Assets/CupStackJam/AI-DISCLOSURE.txt.

    📜 LICENSES AND DEPENDENCY INVENTORY

    The buyer package includes the first-party HyperCasual LiveOps Kit and Robert Penner's easing equations under the BSD license — the full copyright, redistribution conditions and disclaimer are retained in the source header of Assets/HyperCasualLiveOpsKit/Runtime/Core/Easing.cs. Unity Engine, Universal Render Pipeline, Input System, In-App Purchasing, Mobile Notifications and other Unity Registry packages remain subject to Unity's applicable package terms and the Unity Companion License where applicable.

    The following optional vendor SDKs are not bundled; buyers who enable those integrations must obtain them from their official publishers and accept the license terms current at installation time: Google Mobile Ads Unity plugin, Google Play Games plugin for Unity, and External Dependency Manager for Unity.

    📖 DOCUMENTATION

    The included HTML manual covers installation, gameplay architecture, both editors, seeded generation, boosters, customization, JSON fields, and troubleshooting. The same guide is available online.

    Cup Stack Jam

    Version 1.0

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