Mini Game Templates Solitaire - 10 Solitaire Starters for Unity – Unity Hypercasual Game Source Code

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    Mini Game Templates · Solitaire Pack

    Build a polished mini-game collection on a modular foundation instead of rebuilding shared systems for every title.

    Card-based patience templates with reusable card visuals, rule engines, scoring, and undo-friendly flows. This pack combines ten complete game templates with procedural runtime UI, reusable progression features, centralized customization, and the bundled HyperCasual LiveOps Kit (HLK).


    🎮 10 INCLUDED GAME TEMPLATES

    Klondike — The classic — alternating colours, descending sequences.

    Spider — 10 columns, build K→A in suit; full sequences clear.

    FreeCell — 8 columns, 4 free cells. Every deal is solvable.

    Pyramid — Pair cards that sum to 13 to dismantle the pyramid.

    TriPeaks — Click cards adjacent in rank to the waste card.

    Golf — Build a chain ±1 from the waste card; clear the tableau.

    Yukon — Klondike with no stock — move any card and everything on it.

    Forty Thieves — Two-deck classic — build down in suit, one card at a time.

    Canfield — Reserve-fed patience; foundations build up from a base rank, wrapping.

    Scorpion — Spider-Yukon hybrid — build down in suit, grab any card and its stack.


    🚀 BUILD AND INTEGRATE FASTER

    One shared contract — every included game implements IMiniGame for consistent mounting, unmounting, round control, and host integration.

    Procedural runtime UI — each game builds itself in code inside the RectTransform supplied by your own interface.

    Automatic discovery — reflection-based registries find games and their supporting systems without a central manual registration list.

    Independent modules — each game is organized as a self-contained implementation that can be used as part of the complete dashboard or integrated into another flow.


    🎛️ CUSTOMIZATION AND PROGRESSION

    Data-driven settings — tune game rules, dimensions, difficulty, colors, and progression through the included Studio and ScriptableObject assets.

    Reskin workflow — replace supported game art through per-game reskin slots without rewriting the shared runtime.

    Boosters and achievements — each game includes dedicated power-ups and progression goals connected to the common game context.

    Tutorials and level scaling — first-run guidance and editable difficulty curves help each template support a broader progression loop.

    Shared theming — coordinated light and dark themes can update the dashboard and included games together.


    🛠️ HYPERCASUAL LIVEOPS KIT (HLK)

    Bundled toolkit — the full HyperCasual LiveOps Kit is included with the pack.

    Monetization foundations — HLK provides reusable systems for advertisements and in-app purchase integration.

    Player-facing services — shared live-operations features include haptics, notifications, rate prompts, and related publishing utilities.

    Unified integration path — connect game events and rewards to the shared runtime instead of maintaining separate service layers per mini-game.


    🧩 MODULAR BY DESIGN

    Add or remove games cleanly — discovery-based modules reduce coupling between individual templates.

    Reusable host context — supply your own theme, audio, save, wallet, score, and event services through the shared mini-game context.

    Source-level control — extend game rules, procedural layouts, and deeper behavior directly in the included C# source.


    📧 SUPPORT

    Email[email protected]

    🧩 CORE

    Game count — 10 complete, independently organized templates in this pack.

    Runtime contract — every game implements IMiniGame and mounts inside a caller-provided RectTransform.

    Context contract — IMiniGameContext connects games to shared theme, audio, persistence, events, wallet, and score services.

    Discovery — reflection-based registries locate game, booster, achievement, reskin, and tutorial implementations.

    Source structure — namespace-isolated C# modules keep game implementations separated from the shared runtime.

    🎨 UI AND CUSTOMIZATION

    Interface generation — gameplay UI and logic are constructed procedurally at runtime.

    Configuration assets — ScriptableObject settings store rules, board dimensions, difficulty values, and related game-specific options.

    Studio tooling — editor panels expose per-game tuning and level-curve controls.

    Reskin system — per-game sprite slots support replacing available backgrounds, pieces, tiles, cards, and other visual elements.

    Theme system — shared light and dark palettes can be applied across the dashboard and games.

    📈 GAME SYSTEMS

    Boosters — dedicated booster specifications define game-specific power-ups.

    Achievements — per-game achievement specifications support progression goals, persistence, notifications, and rewards.

    Tutorials — declarative first-run walkthrough specifications are included per game.

    Difficulty progression — level settings and curves support configurable scaling across sessions.

    Lifecycle — the common mount, round, event, and unmount flow supports embedding games in custom interfaces.

    🛠️ LIVEOPS

    Included framework — HyperCasual LiveOps Kit (HLK) ships with the asset.

    Monetization systems — reusable advertisement and in-app purchase integration layers are included.

    Engagement systems — HLK includes haptics, notifications, rate prompts, and supporting live-operations utilities.

    Integration scope — game rewards and events can connect to the shared wallet, save, and service context.

    Mini Game Templates Solitaire - 10 Solitaire Starters for Unity

    Version 1.0

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