Visual Editing and Bubble Management
J Zoo Bubble Shooter centers on a visual-first development workflow intended to streamline the creation of bubble-matching mechanics. The package includes a visual editor designed to move away from manual data entry, allowing developers to manage level layouts through a graphical interface. This interface extends to the properties of the bubbles themselves, where the creator can adjust individual bubble attributes to fit specific gameplay needs. By utilizing a visual bubble editor, the technical overhead of defining bubble behavior is reduced, making it possible to iterate on mechanics without deep-diving into raw data tables.
The Core Bubble Engine and Affairs System
The template is built upon a specialized Bubble Bobble engine designed to handle the physics and logic required for shooter-style games. This engine supports the various gameplay needs of a standard match-3 shooter while integrating with a secondary logic layer known as the Affairs system. The Affairs system allows the developer to edit the game process flow directly. This provides a way to define how events trigger and how the game transitions between different states, giving the creator control over the sequence of gameplay events and administrative tasks within the project.
Integrated Zoo Building Mechanics
Beyond the core shooter gameplay, the package includes a secondary meta-game layer: a build system focused on zoo construction. This system allows for the creation of scenes where players can interact with a persistent environment. The developer can use this framework to build a custom zoo or create entirely new scenes that serve as the narrative or progression hub for the bubble shooter levels. This dual-layer approach—combining the puzzle engine with an environmental build system—allows for a more complex gameplay loop than a standalone puzzle game.
Mobile Performance and Technical Implementation
Performance optimization is a central focus of the kit, which is intended to run on a variety of mobile devices. The project is built for Unity 2021.3.8 and uses the Built-in render pipeline. Because the package contains complete C# source code, the logic is fully accessible for modification. This allows developers to change any part of the engine or the build system to suit specific project requirements. The file size of approximately 43.5 MB contains 1143 individual assets, providing a dense collection of resources for game construction.
Prototyping with Pre-Built Content
To assist with the initial setup and testing phases, the project includes over 350 test levels. These levels serve as a demonstration of the engine’s capabilities and can be used as a baseline for creating new content. By having a large volume of pre-configured levels, developers can observe how different bubble properties and level layouts interact within the visual editor. This large library of test content provides a clear roadmap for how to structure a full-scale game using the provided systems.
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