Technical Overview
Toolkit The Hypercasual Game Engine is a modular framework designed for rapid development of puzzle and arcade mechanics. It provides a standardized architecture where game-specific logic is decoupled from core engine systems.
Core provides the services (Audio, UI, Camera, Persistence), and the Games folder contains the implementation of specific mechanics.
Core Design Patterns:
- Singleton Managers: Centralized control for game states and audio.
- Data-Driven Levels: Separation of level design (JSON/Assets) from game logic.
- Namespace Isolation: All scripts reside within
HypercasualGameEngineto prevent conflicts.
Project Structure
Understanding the directory layout is crucial for extending the engine.
Global Core (/Core)
Game Modules (/Games)
Each game folder is self-contained, including its own Scripts, Editor, Prefabs, and Levels.
#1 Arrow Escape
A logic puzzle where players must clear a grid of arrows. Arrows can only move in their pointed direction and are blocked by others.
Main Scripts:
Arrow Escape Level Editor
Script: ArrowsLevelEditorWindow.cs
How to use:
- Open via
Window > Hypercasual > Arrows Level Editor. - Set the Grid Size (e.g., 9x11).
- Click on grid cells to place arrow segments.
- Use the Direction Toggle to set where the arrow will fly.
- Click Export Level to save as a
.jsonfile in theLevelsfolder.
#2 Block Associations
A drag-and-drop matching game. Players must organize items into sets to clear the board.
Main Scripts:
Block Associations Editor Tools
- ApplyGraphics.cs: Select multiple item prefabs and use this tool to batch-assign sprites from a folder.
Usage: Select prefabs in Project window, right-click ->Hypercasual > Apply Graphics. - LevelPreview.cs: Allows you to select a
Level.jsonand see a ghost-preview of the layout in the Scene view.
Usage: Select a Level JSON, the preview will appear in the Scene view if theGridManageris active. - SetupDragSprites.cs: Automatically adds
BoxCollider2DandDraggablecomponents to a selection of sprites.
Usage: Select sprites, right-click ->Hypercasual > Setup Drag Sprites. - FixMatchedRowBg.cs: A utility to align the background graphics with the generated grid size.
- ImportSprites.cs / ImportClearedSprite.cs: Automates the import settings for new icons to ensure they are correctly formatted for the UI.
#3 Color Block Jam
A spatial puzzle where players move groups of blocks to clear paths. Blocks are constrained by their color-coded groups.
Main Scripts:
Setup Guide:
Levels are built using Prefabs. To create a new level:
- Place
GroundTileprefabs to form your floor. - Add
ColorBlockprefabs and group them under an empty GameObject withDraggableBlockGroup. - Assign a
Colorto the group; all children will automatically inherit it.
#4 Jigsaw Puzzle
A classic jigsaw mechanic. It uses a custom masking system to allow any image to be turned into a puzzle piece.
Main Scripts:
Jigsaw Editor Tools
- JigsawLevelCreator.cs:
Usage: Select a Texture, openWindow > Hypercasual > Jigsaw Creator. Set Rows/Cols and click Generate. - PuzzleLayoutEditor.cs:
Usage: Custom inspector forPuzzleLayoutassets. Allows manual adjustment of piece targets. - PuzzleDebugInspector.cs:
Usage: Provides a debug overlay in the Scene view to see piece IDs and snap zones.
#5 Drop the Dog Jam
A physics-and-timing game. Players must navigate dogs into holes by removing blocks in the correct order.
Main Scripts:
Drop the Dog Jam Editor Tools
- HoleEditor.cs:
Usage: Select aDogHolePrefab. Adjust Radius and Depth in the inspector. Click Regenerate to bake the SDF texture. - HoleLevelEditor.cs:
Usage: A grid-painting tool. OpenWindow > Hypercasual > Hole Level Editor. Select a block type and click on the grid to paint your level. - HoleMenu.cs:
Usage: Adds right-click menu items to the Hierarchy for quickly creating Hole-related objects.
Core Systems & Utilities
Core Editor Tools
These tools are available globally to assist with general project development:
- DragSnapWithoutPlaymodeEditor.cs:
Usage: Attach theDragSnapWithoutPlaymodecomponent to any GameObject. In the Scene view, a custom handle will appear. Moving this handle will snap the object to the grid defined in the inspector. It also draws a visual grid around the object for reference. - ImportAudioIcon.cs:
Usage: Automatically assigns a custom icon to audio files in the Project window, making them easier to distinguish from other assets.
LoseWinPanelManager
A global UI controller. It listens for events from any LevelManager and triggers the appropriate overlay. It is designed to be "Plug and Play" — just drop the prefab into your scene's Canvas.
Animation System
The engine includes a lightweight animation system (PositionAnimation.cs, ScaleAnimation.cs, RotationAnimation.cs) that allows for tween-like behavior without external dependencies.
Development Guide
Creating a New Game Module:
- Folder Setup: Create
Games/#X_Name. - Manager: Create a script inheriting from
LevelManager.public class MyGameManager : LevelManager { ... } - UI Integration: Ensure your scene has an
EventSystemand aCanvaswith theLoseWinPanelprefab. - Namespace: Wrap all code in
namespace HypercasualGameEngine { ... }.
AssetDatabase API or the Unity Project window to preserve .meta files and references.
Support
Need help with the engine? Have questions about a specific mechanic or want to report a bug?
We aim to respond to all support inquiries within 24-48 hours. Please include your order number and a detailed description of your issue for faster assistance.
Version History
v1.0 - Initial Release (Current)
The first release of the Hypercasual Game Engine includes 5 fully functional game modules:
- #1 Arrow Escape: Grid-based logic puzzle.
- #2 Block Associations: Drag-and-drop matching mechanic.
- #3 Color Block Jam: Spatial group-movement puzzle.
- #4 Jigsaw Puzzle: Dynamic texture-slicing puzzle.
- #5 Drop the Dog Jam: Physics-based SDF hole mechanic.
Current Price: $29.99