Color Pixel Crush | Puzzle Template + Level Editors


Color Pixel Crush is a Unity template for tap-to-shoot, color-matching puzzles where players fire cannons to paint pixel art. It features 500 levels, a level editor, and a level generator.


by Ragendom


Price History +

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: ragendom@gmail.com