Current sales News My Tracked Assets Login
Cannon Crunch - Complete Game Tutorial preview
Unity

Cannon Crunch - Complete Game Tutorial

By University of Games

$14.90

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $14.90. The latest store price is $14.90, matching the lowest recorded price shown here.

Recorded prices for Cannon Crunch - Complete Game Tutorial 2 price observations from Aug 8, 2026 to Nov 2, 2026. Lowest recorded price $14.90. Exact dates and prices are listed below. $0.00 $7.45 $14.90 Aug 8, 2026: $14.90. Unity Permanent Increase 2026-08-08 2026-08-15 Nov 2, 2026: $14.90. Latest store price Aug 8, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$14.90Latest store price
$14.90Unity Permanent Increase 2026-08-08 2026-08-15

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Cannon Crunch - Complete Game Tutorial

  • Tools, Systems & Learning > Game Templates & Systems
Cannon Crunch is a finished game, not a snippet. Tap to fire, hit the target,
dodge the rotating block — and everything a released game needs around that
loop is already built and wired: main menu, pause, settings, a working shop,
game over, persistence, a progression curve and monetization hooks.

If you want to ship a casual game, this is a complete product you can put
your own art and audio into. The whole screen flow works, purchases and high
scores already persist, and the difficulty is tuned through an asset rather
than buried in code. Replace the sprites, retune one profile, publish.

If you want to learn or borrow the structure, the codebase is the reason to
buy. Gameplay logic lives in plain C# services with no MonoBehaviour coupling —
score, audio, skin catalog, rewards, difficulty — each reachable through one
property and each replaceable on its own. Saving sits behind a single interface,
so moving progress from PlayerPrefs to a file or a cloud backend is one line.
Every public member carries XML documentation and every inspector field has a
tooltip. Two assembly definitions keep the package out of your global compile
scope, so it cannot collide with your own code.

Genre fit: It is built for casual and hyper-casual mobile: portrait,
one-touch, endless, session-length runs, with the reward and interstitial hooks
already marked. The pieces generalize well beyond that — the shop, the
persistence layer, the score and medal system and the difficulty director all
work in any 2D game, and the difficulty director and Mathfx helpers have no UI
dependency at all.

How customizable is it?
The things you will actually want to change are data,
not code:
• Cannon skins are entries in one asset — sprite, muzzle position and price per skin. Adding one is a list row, and the shop picks up the new count itself.
• The whole difficulty curve is a second asset: six named stages, each setting rotation speed, reversal timing, speed waver and reversal cadence. Values interpolate between stages, so retuning the pacing never means editing code.
• Audio, colour palette, lives, fire rate, medal thresholds, reward cooldowns and the bullet's speed and layering are all inspector fields or named constants, documented in the manual with defaults and locations.
• Want to plug in your own HUD, effects or sounds? Subscribe to the events the services raise — score changed, medal changed, skin equipped, difficulty stage reached — instead of editing the package. Your changes then survive every update.

The package ships with an 800-line manual covering the architecture, the round
lifecycle, a full API reference, extension recipes with code, a tuning table, a
troubleshooting section and instructions for stripping it down to only the parts
you want.

All artwork comes from the Cannon Pack asset package.

Unity price last checked .

Prices and availability may change.