Color Pixel Crush | Puzzle Template + Level Editors – Unity Hypercasual Game Source Code

    Version 1.0

    1/7

    Compatibility

    Unity version
    6000.0 or newer
    Built in Unity 6
    Render pipelines
    Not stated
    Read the documentation

    Description

    Color Pixel Crush is a complete Unity game template for building and customizing tap-to-shoot color-matching puzzle games. Developed with the HyperCasual Game Engine, this asset provides the core systems, architecture, and tools needed to ship a unique, mobile-ready pixel-art puzzle experience.


    Players tap color-coded cannons to send them down a conveyor, where they fire matching colored bullets that fill a target picture cell by cell. With pathfinding-based clickability, wall obstacles, mystery cannons, and a satisfying picture-reveal payoff, this template delivers a polished hyper-casual loop inspired by popular color-match mobile puzzles.


    The template ships with 500 ready-made levels, three boosters, a fully featured visual level editor, and an image-to-level pipeline that turns any sprite or texture into a playable level via K-means color quantization. Every system is modular, data-driven (JSON), and designed as a foundation for rapid extension and production-ready development.


    Try First: Browser Demo | Android Demo



    🚀 OUR ADVANTAGES

    • Developer-oriented architecture with a focus on clean, extendable code.
    • Clear online documentation with step-by-step guides.
    • Built-in visual level editor and automatic batch level generation.
    • Image-to-level pipeline: turn any image into a playable, solvable level.
    • Easy visual, color, and gameplay customization via URP and JSON-driven data.
    • Clean, modular codebase with namespace isolation (ColorPixelCrush.Scripts / HypercasualGameEngine).

    📦 TEMPLATE INCLUDES


    🎯 Tap-to-Shoot Color Gameplay

    • Tap-to-Fire Cannon Mechanic: Tap a colored cannon to dock it on the conveyor and fire its ammo at matching pixels in the picture.
    • Pathfinding Clickability (FLS): Only cannons with a clear exit path are tappable — clickable cannons are outlined, blocked ones are desaturated.
    • Pixel-Art Picture Fill: Bullets fill the target picture cell-by-cell with pop effects and a star-burst on completion.
    • Wall Obstacles: Merged, curved, two-tone wall meshes block cannon paths and add strategic routing.
    • Mystery Cannons: Locked, hidden-color cannons ("?") that reveal once an adjacent cannon clears.
    • Per-Color Solvability Invariant: Every level guarantees enough ammo per color to complete the picture.

    🏗️ Level Editor & Content Pipeline

    • Visual Two-Pane Level Editor: Paint fill cells, cannons, and walls without entering Play mode.
    • Image-to-Level Quantizer: Drag in any sprite/texture to auto-build a level via K-means++ quantization and a per-level palette.
    • Auto Level Generator: Batch-generate hundreds of levels (Procedural + Image modes) with configurable grid size, color count, and ramping walls/mystery cannons.
    • Live Completability Validation: The editor checks per-color ammo vs. demand and offers a one-click "Randomize Shooters" fix.
    • JSON Level Format: Human-readable level files that are easy to manage, version, and extend.

    🎮 Boosters & Gameplay Systems

    • Three Built-in Boosters: Block Shuffle (re-permutes the picture blocks' colors), Magic Select (pick and pull any blocked cannon), and Cannon Shuffle (reseats all cannons with a fly-in animation).
    • First-Use Tutorial Popups: Automated prompts that explain each booster to new players.
    • Unlock System: Level-gated booster availability (e.g., Magic Select at Level 2, Cannon Shuffle at Level 3).
    • Smooth Visual Feedback: Color-fade clickability transitions and animated position switches.

    🎨 Customization & Visual Tools

    • 10 Built-in Colors: Easily expandable via enum + ColorData mapping, plus per-level RGB palettes for image levels.
    • Universal Render Pipeline (URP): Fully URP-based, with a shared post-processing volume.
    • Custom Outline Shader: Position-based inverted-hull outline (WebGL / IL2CPP safe) for clickable highlighting.
    • Modular UI System: HUD panels, Win/Lose screens, and booster-use badges.

    🧪 Developer & Debug Tools

    • In-Game Dev Settings Panel: Quick-access menu for level navigation, win/lose triggers, and unlock-all/refill boosters.
    • Global Hotkeys: Instant level skipping and booster unlocking during testing.
    • Clean Codebase: Singleton SoundManager and static LevelManager for reliable scene orchestration.

    🚫 Ads Are NOT Included


    💿 Supported Platforms: iOS · Android · WebGL · Desktop


    📄 Documentation

    Online Documentation Includes step-by-step guides for:

    • Setting up the game scene and running your first level.
    • Designing levels with the visual editor.
    • Turning images into levels with the quantizer.
    • Using the Auto Level Generator to batch-create content.
    • Adding new colors and custom picture sprites.
    • Extending the template for your own color-match mechanics.

    📬 Support

    Questions or help? Get in touch:


    📧 Email: [email protected]

    Color Pixel Crush | Puzzle Template + Level Editors

    Version 1.0

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