Documentation
Build puzzle-adventure games where gameplay is programming.
Instruction-based programming gameplay — create levels where players compose actions and watch them execute in real time, then extend every system with clean, well-documented APIs.
Window → Package Manager → Import
Assets / Scenes / GameMapScene.unity
Five tutorial levels are ready to run
Drag instructions from the panel onto the sheet
Loop Adventure is a complete 2D puzzle-adventure game kit for Unity 6 built around one central mechanic: players program their character by composing sequences of instructions on a visual sheet, then watch the engine execute them turn by turn against enemies, traps, and puzzles. It ships as a fully playable game with five tutorial levels — and every system is cleanly interfaced and designed to be extended without touching engine code.
Drag instructions from the palette onto the sheet — Move, Attack, Block, Combo, and more. Order and direction matter; the sheet is your program.
Hit Play. Each instruction runs as an animated turn; an on-screen pointer follows the sequence in real time, looping back automatically each cycle.
Watch what happened. Did the enemy block? Did the trap fire first? The scene shows you exactly where the logic broke — no guessing required.
Move an instruction, flip a direction, try a different order. Reset rewinds everything instantly — no penalty, just iteration until the solution clicks.
Developers building programming-puzzle, logic, or turn-based adventure games. Use the kit as-is — swap art and levels — or extend every system through its public C# APIs.
Everything is an Instruction subclass. The same pattern that drives the player's Move and Attack also drives custom enemy behaviours, tile traps, and scripted cutscene events.
All major systems expose interfaces: IInteractable, ITaskReceiver, IPushable, IObstacle. Add a class and a prefab — no engine modifications required.
Everything you need to ship a fully playable game — or the foundation to build your own. Every system is self-contained, documented, and designed to be extended with minimal friction.
A rich library of ready-to-use actions players can drag onto the instruction sheet and execute immediately.
The player's coding interface — intuitive, responsive, and fully animated.
A robust runner that keeps player and enemy actions perfectly in sync, turn by turn.
Enemies that think and act every turn, with the same extensible instruction pattern as the player.
Five ready-made prefabs the player can discover, collect, carry, and manipulate to build environmental puzzles.
Grid-embedded hazards that activate every turn as parallel tasks, in perfect sync with the player and enemies.
A complete item system with stackable slots, gear stats, and visual feedback.
A ready-to-play game flow — from the hub map through five hand-crafted teaching levels.
Per-level constraints that add depth and replayability beyond simply reaching the exit.
Persistent progress that survives game restarts — zero setup required.
Persistent volume settings and smooth music transitions — wired up and ready to go.
147 C# scripts written to professional standards — easy to read, extend, and maintain.
Bug reports, feature requests, and integration questions are all welcome.