Picture Coloring - Complete Game

Picture Coloring is a complete color by number game for Android and iOS, built in Unity 6. It comes with 50 pictures in six categories, 50 daily pictures, an editor tool that turns your own images into new pictures, and every system a casual mobile game needs to make money and bring players back. Publish it as it is, or reskin it and make it your own.


Gameplay

Every area of the picture has a number, and the numbers match the colors in the palette at the bottom of the screen. Players pick a color, then tap its areas to fill them in. The selected color's areas are striped so they're easy to find, wrong taps are ignored, and when a color is finished the next one is selected automatically. Drag to pan and pinch to zoom in on small areas. The picture is complete when every area is colored.


- 50 pictures in six categories (Animals, Characters, Food, Mandala, Plants, Other), browsed in a Library with one tab per category and thumbnails that show each picture's progress

- My Works: every picture the player has started or finished, with options to continue, restart or delete it

- Locked pictures that the player unlocks with coins (10 included, at 150 and 300 coins)

- Hint power-up: zooms in on an area of the selected color that's still blank and makes it pulse

- Paint power-up: fills every remaining area of the selected color at once

- Daily picture: a new picture every day from the Daily Puzzle calendar, worth 3 stars when finished

- Progress is saved per picture, so players can switch between pictures and pick up where they left off

- Level Creator editor window: point it at a folder of colored pictures with black outlines, and it finds the areas, numbers the colors, makes the thumbnails, and writes finished levels straight into the game


Monetization

- In-app purchase shop (Unity IAP 5): remove ads, chests and bundles, all configured in one asset

- Rewarded, interstitial and banner ads through a pluggable ad network layer (AdMob, Unity Ads, AppLovin MAX or Appodeal, once you import its SDK)

- Rewarded-ad coin button on the game screen, and interstitials shown at natural breaks between pictures

- Remove Ads purchase that stops interstitials and banners

- Coins spent on unlocking pictures and on power-ups when the player runs out


Retention

- Daily Puzzle calendar with up to 3 stars per day and monthly star chests

- 7-day daily login reward

- Prize wheel

- Daily tasks and multi-tier achievements (including Artist, Detective and Broad Strokes for coloring areas, using hints and using Paint), with in-game banners when a reward is ready

- Features that unlock as the player progresses, with a progress bar on the level complete popup

- Rate-app prompt

- Local push notification reminders (daily reward, daily tasks, come back to play), switched off by default and turned on with one tick in the Bootstrap


Progression

- Coins, gems, crowns and power-ups as configurable resources

- Player levels with XP and level-up rewards; crowns are earned the first time each picture is finished

- Loot tables shared by the shop, chests, the wheel and every reward


Tech

- Pictures drawn as a single image by one shader that colors each area, so even detailed pictures stay fast; picture data loads only when it's shown

- Manager architecture with dependency-ordered async loading

- ScriptableObject configs for every system, edited in the Inspector

- Local JSON save system

- Object pooling, haptics, sound and music settings

- Debug console in development builds for testing features and rewards


Easy to customize

The Picture Coloring code lives in its own folder and namespace, separate from the shared framework. Each level is a tiny JSON file that names its picture, and categories are level groups you edit in the Inspector, so adding, reordering, locking or pricing pictures needs no code. The UI art is SVG, imported as sprites by Unity's SVG importer, so it stays sharp at any size and is easy to recolour. Documentation is included for the game (how it's set up, the Level Creator, the picture format) and for every framework system: levels and the level library, rewards, achievements, daily puzzle, daily reward, prize wheel, interrupts, shop, IAP, ads, notifications and sound.


Requirements

- Unity 6000.3 or newer, with the Android or iOS build target

- Unity UI (com.unity.ugui) with TextMesh Pro: import TMP Essential Resources when Unity asks

- In-App Purchasing (com.unity.purchasing 5.x)

- Mobile Notifications (com.unity.mobile.notifications)

The three Unity Registry packages are installed with the asset; if one is missing, add it from Window > Package Manager > Unity Registry.


Optional

- Ad networks: AdMob, Unity Ads, AppLovin MAX or Appodeal. Import the SDK you want and the game detects it; setup steps for each are in the docs. Without one, the game runs without ads.

- Google Play Review, for the in-app review dialog on Android. Without it, "Rate this app" opens the Play Store page.


Not included

- No online backend, accounts, cloud save, leaderboards or analytics. Progress is saved on the device.

- No sharing of finished pictures to social apps or the photo gallery.

- Ad network SDKs are not bundled; import the one you use.

- Mobile only (Android and iOS). It is not set up for desktop, WebGL or consoles.

- The Level Creator needs pictures with closed outlines (black lines, or a separate line art image); it doesn't trace photos.

- Store products, ad unit ids and app identity must be set up with your own accounts before you publish.


Third-party notices

Asset uses Curved Text Mesh Pro under MIT License; see Third-Party Notices.txt file in package for details.

Asset uses Nunito font under SIL Open Font License 1.1; see Third-Party Notices.txt file in package for details.