2048-playgama is a complete Unity game project delivered as a downloadable ZIP archive containing a ready-to-configure game Template plus a full Editor toolchain. The product is a merge puzzle in the lineage of 2048 — playable in 2D or 3D — but built around a new merge idea rather than a copy of the existing number-slide formula, with attractive graphics and a level-based structure.
The intent is a game that is instantly understandable like the familiar 2048-style titles, yet novel enough to attract an audience and be highly addictive, supported by helper/assist tools that are unlocked by watching ads. Advertising is delivered through Playgama and must be configured fully, and must never disrupt or negatively affect the player experience.
The audience is twofold:
The project must be free of errors and problems, easily customizable, and must include advanced features together with level-creation capability.
2048-playgama is a Unity project shipped as a ZIP. It contains two cooperating halves:
Actors
Accepted behavior at a glance
Narrow exclusions
Delivery ownership. The deliverable is a ZIP archive of the Unity project, containing the game Template and the full Editor, ready for setup and configuration. The ZIP is the product artifact; the game and editor run inside the Unity project it contains.
Access ownership. The game surfaces — Landing, Game, Levels, Helpers — are reachable without an account. The player's progress, score, and unlocked helpers are local game state; no application-owned account, login, or sign-up is required or introduced for play. The designer surfaces — Level Editor and Customization — are likewise part of the shipped project and are used inside the Unity Editor by the person who owns the project; no separate application identity is introduced for them.
Provider ownership. Advertising is owned by Playgama. The rewarded-ad lifecycle — request, load, completion, and reward grant — is executed through the Playgama integration. The Playgama Developer Console is a provider-managed surface: it requires JavaScript to work properly, and it offers developer log in / sign up (email entry, password setting, "Continue with Google") along with access to SDK documentation and developer support links. That console is not a first-party page of this product; it is where the integration is configured and where the developer account lives.
Current vs. future. Everything described in this document is current: the template, the editor, the level-creation capability, the helper unlock flow, and the Playgama ad configuration. No future-horizon features are asserted by the source.
FR-1 — Complete Unity project delivered as a ZIP As a project owner, I should receive the complete Unity project as a downloadable ZIP file, so that I can open and configure it locally.
FR-2 — ZIP contains a complete game Template plus a full Editor, ready for setup As a project owner, I should find a complete game Template and a full Editor inside the ZIP, ready for setup and configuration, so that I can start from a working project rather than an empty one.
FR-3 — Merge puzzle in the 2048 family with a new idea As a Player, I should play a merge puzzle like 2048 but built on a new idea, so that the game feels fresh rather than a copy.
FR-4 — Playable in 2D or 3D As a Player, I should be able to play the merge puzzle in 2D or 3D, so that the presentation suits the platform and the designer's chosen look.
FR-5 — Attractive graphics As a Player, I should see attractive graphics, so that the game is appealing at first glance.
FR-6 — The new idea is appealing, novel, easy to understand, and highly addictive As a Player, I should grasp the new merge idea immediately and want to keep playing, so that the game is easy to pick up and hard to put down.
FR-7 — Helper/assist tools unlocked by watching ads As a Player, I should unlock helper/assist tools by watching ads, so that I can get assistance in play without paying.
FR-8 — Ads integrated without disrupting or negatively affecting the experience As a Player, I should experience ads that never disrupt or harm my play, so that the game stays enjoyable.
FR-9 — Ads delivered via Playgama As a project owner, I should have all ads delivered through Playgama, so that monetisation follows the required provider.
FR-10 — Playgama integration fully configured As a project owner, I should have the Playgama integration fully configured, so that rewarded ads work out of the box in the shipped template.
FR-11 — Project free of errors and problems As a project owner, I should receive a project free of errors and problems, so that it runs without fixes.
FR-12 — Easily customizable As a Game Designer / Level Creator, I should customize the template easily, so that I can re-skin and retune it quickly.
FR-13 — Advanced features and level-creation capability As a Game Designer / Level Creator, I should have advanced features and a level-creation capability, so that I can author levels and stages for the game.
FR-14 — Level-based progression with stage selection As a Player, I should select levels from a shelf and progress through them, so that the game has structure beyond a single endless board.
FR-15 — Score and best score visible during play As a Player, I should see my current score and best score while playing, so that I can track progress within a level.
FR-16 — Anonymous first impression before play As a Player, I should understand the game and start playing from a first screen, so that I can decide to play within seconds.
Product context. The Player is an everyday casual player who arrives at the game from a portal or mobile context and decides within about three seconds whether it is fun. They know the 2048 family well enough that the merge rule should need no explanation, but they are looking for something that feels new rather than a re-skin.
Primary goal. Understand the merge rule instantly, play satisfying merges, and keep going — one more run, one more level.
Distinct accepted responsibilities.
Relevant inputs or decisions.
Interactions with other accepted participants.
Observable success. The first merge resolves within seconds of arriving; the score increments; the merged tile settles at its new value; a helper flips to unlocked after a completed rewarded ad; the player moves on to the next level.
What makes this role different. The Player is the only actor who consumes the merge mechanic in real time and the only one whose experience is affected by ad placement. Their success is measured in comprehension speed and the pull to keep playing, not in configuration.
Product context. The Game Designer / Level Creator is the person who owns the Unity project after delivery. They re-skin the template, tune the new merge idea, and author the levels and stages that Players will play. They work inside the Unity Editor on the shipped project, not inside the player-facing game.
Primary goal. Turn the template into their own game quickly — new look, new levels, tuned difficulty — without rewriting code.
Distinct accepted responsibilities.
Relevant inputs or decisions.
Interactions with other accepted participants.
Observable success. An authored level is saved into the game's level set and appears on the Levels shelf; a customization change is applied and reflected in the template; the rewarded-ad unlock works end to end.
What makes this role different. The designer never plays for score — they shape the content and presentation that the Player consumes. Their work is authoring and configuration, and their success is measured in how fast and safely they can change the game.
Muse and headline. After Bruno Simon — a playable toy-box world for a merge puzzler. The headline is "Merge the toy box."
Mode. Light mode.
Colour tokens (exact hex, by role).
| Role | Hex | Use |
|---|---|---|
| Background | #EAF4FF | Pastel sky ground |
| Surface | #FFFFFF | White toy tray surface |
| Text | #16233A | All readable type (ink) |
| Primary | #FF6B4A | Primary CTA, highest-value tile, merge burst |
| Accent | #2FC4B2 | Helpers, hints, rewarded-ad unlock ring |
| Muted | #8FA3BF | Secondary labels and disabled states only — never body copy |
Tile ramp (fully saturated toy plastic, never a gradient). coral #FF6B4A → teal #2FC4B2 → lemon #FFD05A → grape #7B61C9 → mint #6FE0A8.
Prohibited colour behaviour. No blue-indigo UI anywhere; the sky ground is pale and desaturated; no primary action uses blue. The generic indigo/blue-on-white SaaS template is forbidden.
Typography.
clamp(40px, 9vw, 112px).clamp(28px, 7vw, 64px).Shape language. Toys, not cards. Tiles are chunky rounded cubes with 22–28% corner radius and a soft double shadow (a 2px hard lip plus a 12px diffuse drop) so they read as physical blocks sitting in a tray. The tray is a single large rounded-square well with an inset rim. Helper chips are capsules with a thick 2px outline and a small teal padlock/unlock ring. No hairline borders, no flat rectangles, no glass blur.
Layout. One dominant object per screen. The tray occupies the centre 60% of the viewport with the score bar as a compact floating row above it and helper capsules docked in a bottom rail. Landing is an asymmetric two-column split: oversized headline stacked left, the live 3D tray tilted in perspective on the right, bleeding off the right edge. Levels is a scrollable shelf of tray thumbnails, not a uniform card grid. Everything is built on a 4/8pt scale and must hold at 375px (single column, tray full width, helper rail wraps to two rows), 768px (tray centred, headline above) and 1280px (split hero, tray right).
Imagery. Low-poly 3D props rendered in the same plastic material as the tiles: a chunky globe, a lemon, a grape bunch, a mint cube, a coral rocket — used as level badges, helper icons and reward stamps. No stock photography, no flat vector clip art, no gradient blobs. The tray itself is the hero image, and the level editor previews levels as a live mini-tray render rather than a screenshot.
Avoid. Blue or indigo primary buttons on white; glassmorphism, frosted panels and gradient-blob heroes; a uniform grid of identical hover-lift cards for the level list; Inter, Roboto, Arial, Helvetica, Poppins or system-ui for any heading or body text; full-screen interstitial ads between moves or before a merge resolves; photorealistic or stock-photo imagery anywhere in the hero or level badges; any timer, streak or ad gate that interrupts an in-progress move; replacing the readable tray numerals with decorative lettering that drops below 28px on mobile.
The board is a physical toy tray.
The public entry — Landing — is a split stage, not a centred SaaS hero. The left 45% carries the oversized Fredoka headline "Merge the toy box." at clamp(40px, 9vw, 112px) in ink, stacked over a solid coral #FF6B4A colour block that holds the primary CTA pinned beneath it in teal-on-ink. The right 55% is a live, tilted low-poly 3D tray of mixed-value tiles on the pastel sky ground #EAF4FF, cropped and bleeding off the right and bottom edges, with three loose tiles floating in front of the tray plane.
The tray is a single large rounded-square well with a visible inset rim. Tiles are chunky rounded cubes with 22–28% corner radius and a soft double shadow — a 2px hard lip plus a 12px diffuse drop — so they read as physical blocks sitting in a tray, casting real contact shadows. The tile ramp climbs coral → teal → lemon → grape → mint, each step a fully saturated toy plastic, never a gradient.
Composition rules. No button sits on top of the tray. No headline overlaps the 3D scene. At 375px the tray drops below the headline as a full-width square with the CTA above it.
Signature moves carried into the product.
Interaction Model: Animated Motion Tempo: expressive Hero Dimensionality: webgl
Landing Hero Motion Brief
Landing Hero 3D Scene Brief — DIRECTION-DERIVED
One crafted real-time object: the toy tray itself — a single large rounded-square well with a visible inset rim, holding a mixed-value set of chunky rounded tiles in the coral → teal → lemon → grape → mint ramp, each tile casting a real contact shadow onto the white tray surface. The scene shows the product's defining state: a board mid-merge, with one freshly fused tile at its 118% pop and a 300ms confetti burst in its own colour. Three loose tiles float in front of the tray plane. The tray tilts slowly with the pointer and stops the moment a drag begins.
NFR-1 — Ad non-disruption (explicit). Ads must not disrupt or negatively affect the user experience. No full-screen interstitial between moves or before a merge resolves; no timer, streak, or ad gate that interrupts an in-progress move. Rationale: explicit hard constraint in the authoritative source.
NFR-2 — Playgama-only ad delivery (explicit). All ads are delivered via Playgama. Rationale: explicit hard constraint in the authoritative source.
NFR-3 — Fully configured Playgama integration (explicit). The Playgama integration must be fully configured so rewarded helper unlocks work in the shipped template. Rationale: explicit hard constraint in the authoritative source.
NFR-4 — Error-free project (explicit). The project must be free of errors and problems. Rationale: explicit hard constraint in the authoritative source.
NFR-5 — ZIP deliverable (explicit). The deliverable is a ZIP file of the Unity project. Rationale: explicit hard constraint in the authoritative source.
NFR-6 — Readable text and controls stay whole (direction). Headlines, wordmarks, labels, numbers, cards' text and controls stay entirely inside the viewport and their container at 375px, 768px and 1280px, wrapping or scaling (for example font-size: clamp(...) with its mobile size) to fit, and no other element covers any part of them. Imagery, decoration and motion may be cropped, bled off an edge, rotated, overlapped or cut exactly as the direction asks, as long as it covers no readable text or control. Moving and scrollable content may cross the viewport or container edge by design; every item must become fully readable as it passes. With prefers-reduced-motion, provide a usable static arrangement: wrap items into rows or allow horizontal scrolling so each item can be brought fully into view. Rationale: creative direction.
NFR-7 — Responsive breakpoints (direction). The layout must hold at 375px (single column, tray full width, helper rail wraps to two rows), 768px (tray centred, headline above) and 1280px (split hero, tray right). Rationale: creative direction.
NFR-8 — Reduced-motion support (direction). Under prefers-reduced-motion, all motion collapses to instant state changes with a single 150ms opacity fade and no pointer-follow tilt; the level shelf wraps into rows instead of scrolling sideways. Rationale: creative direction.
NFR-9 — Tile numeral legibility (direction). Tile numerals must never drop below 28px on mobile. Rationale: creative direction.
https://developer.playgama.com/mcp). (explicit)webgl hero dimensionality for the Landing tray scene. (direction)Assumptions
access_requirement: none to Landing, Game, Levels, Helpers, Level Editor, and Customization.Constraints
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