About Mini Game Templates Solitaire 3.0 - 10 Solitaire Starters for Unity
- Tools, Systems & Learning > Game Templates & Systems
- Art & Visuals > 2D
Mini Game Templates Solitaire 3.0 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
- Eight Off - FreeCell-style: build down by suit, foundations up by suit.
- Baker's Game - FreeCell built down BY SUIT - four cells, eight columns.
- Simple Simon - Spider-style: build down, clear King-to-Ace suit runs.
- La Belle Lucie - Build fans down by suit; foundations up by suit.
- Bristol - Build fans down (any suit); deal reserves from the stock.
- Flower Garden - Build beds down; the whole bouquet reserve is in play.
- Easthaven - Build down by alt colour; deal a row to every column.
- Penguin - FreeCell variant; foundations and tableau wrap on a beak rank.
- Napoleon's Tomb - Build four foundations up from 7 and four down from 6.
- Agnes Sorel - Klondike variant; foundations wrap from a dealt base rank.
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.
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
- Eight Off - FreeCell-style: build down by suit, foundations up by suit.
- Baker's Game - FreeCell built down BY SUIT - four cells, eight columns.
- Simple Simon - Spider-style: build down, clear King-to-Ace suit runs.
- La Belle Lucie - Build fans down by suit; foundations up by suit.
- Bristol - Build fans down (any suit); deal reserves from the stock.
- Flower Garden - Build beds down; the whole bouquet reserve is in play.
- Easthaven - Build down by alt colour; deal a row to every column.
- Penguin - FreeCell variant; foundations and tableau wrap on a beak rank.
- Napoleon's Tomb - Build four foundations up from 7 and four down from 6.
- Agnes Sorel - Klondike variant; foundations wrap from a dealt base rank.
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.