// the find
KaanEkimoz/DrawRush-HyperCasual
208 Studios Hyper-Casual Drawing Puzzle Game
A hyper-casual mobile puzzle game built on Unity 6 LTS where players draw connections between anchors to reveal walls while dodging NavMesh enemies. It's a portfolio/prototype project from a solo developer, recently refactored from a 2022 codebase into a cleaner architecture. Useful as a reference implementation for Unity game architecture patterns, not as a library or tool.
The ScriptableObject-as-runtime-state pattern (GameState, PlayerHealth as SO assets) is done correctly — UI, enemies, and the game manager all reference the same asset without FindObjectOfType calls. Event channels as ScriptableObjects give you cross-scene signaling without singletons, and the DrawPart.Completed C# event chain (DrawPart → PartManager → WallManager) uses HashSet tracking with no Update() polling, which is the right call. GameBootstrap with [DefaultExecutionOrder(-1000)] doing the wiring once is cleaner than the usual Awake() ordering chaos. The README actually explains the architectural decisions with rationale rather than just listing files.
Only three levels exist — this is a prototype with a roadmap, not a shippable game. The test framework package is listed but 'folder TBD' means there are zero actual tests; Faz 8 (EditMode tests) is still unchecked. The static service locator (GameServices) is one step from a singleton — if you ever load scenes additively or have multiple players, it breaks silently since it's just public static fields set in Awake(). No license means you can't actually fork and ship anything derived from it, which limits its usefulness as a learning resource.