Ball Blast Kit


A complete bricks-and-balls template, built to be rebranded. Reskin, retune and extend it from ScriptableObjects and prefabs — no code changes, and it runs with zero SDKs installed.


by Lens Labs


Price History +

Ball Blast Kit is a finished bricks-and-balls game you can make your own.

Import it, run the Setup Wizard, press Play. What you get is a complete, playable game — then every colour, number, sprite, sound and level sits in an asset you can edit, so making it yours doesn't mean editing scripts.

One click to a playable scene

The Setup Wizard generates placeholder art, prefabs, every config asset and a fully wired scene. Everything it produces is an ordinary project asset — nothing hidden, nothing locked, all yours to edit or delete. Re-running it repairs missing references without overwriting your work.

What's in the box

  • Exact ball simulation — swept circle casts give constant speed and no tunnelling at any frame rate or fast-forward multiplier, and the aim preview runs the same code so the guide never lies
  • Four brick types: numbered, shifter (slides between shots), spinner (random deflection) and ball pickup
  • Procedural endless levels and hand-authored levels with an in-Inspector grid painter
  • Streak callouts, banners, toasts, camera shake and pooled particles
  • Two power-ups (damage all, extra balls) as extensible ScriptableObjects
  • Full UI: splash, main menu, HUD, level-complete and game-over screens, settings sheet with a self-updating brick and power-up legend, and a power-up bar
  • Save system with per-level best scores
  • Setup wizard, config validator, level painter and a scene wiring diagnostic

Change anything without touching code

  • Look — one ThemeConfig drives every colour, font and UI sprite, applied live in the editor
  • Brand — app name, logo, splash, menu copy and legal links in one BrandingConfig
  • Difficulty — starting balls, level length, brick health and rewards as animation curves, so you shape progression visually
  • Board — grid size, cell size and launch line; the camera reframes itself for any aspect
  • Content — add a BrickDefinition to a spawn table and it appears in game and in the help legend, with no copy to keep in sync

Built to extend

New brick behaviour is a component implementing IBallHitReceiver, IBrickDeflector or ITurnListener. A new power-up is one Execute override — the button, charges, audio and analytics come free. New content pipelines implement ILevelSource. New input schemes implement IPointerInputSource; legacy Input Manager and Input System backends are both included.

Ads, analytics and IAP without the SDKs

Each sits behind an interface with a working stand-in, so the project compiles and ships with nothing installed. Wire a real network by overriding one factory method on GameBootstrapper — nothing else in the project changes. Interstitial cadence, rewarded continues and remove-ads are policy in a config asset, separate from whichever network you choose.

Clean architecture

Config never references scenes. Gameplay never references UI. UI reads event channels or calls the controller. Runtime and Editor assembly definitions keep the kit's compile time off your code. Every script is documented and written to be read.

Included / not included

Placeholder sprites are generated for you so the game runs on first launch — they're placeholders, meant to be replaced with your art. No audio clips or particle prefabs are bundled; the SoundEvent and effect slots are wired and empty, ready for yours.

Requirements

Unity 6 (6000.x). TextMeshPro is the only dependency. Tested with URP 2D.

Documentation

Quick start, customization, architecture and integration guides are included, plus a rebranding checklist in the wizard.