The Current Kickshatter Level Designer
Open the Kickshatter Level Designer.
The designer uses the game's Unity match scene, including its background, camera, props and HUD. It replaces the retired flat prototype with a preview of the current game. This update includes all 132 formal campaign levels in their current play order, plus the latest curved pipes, bushes and garden carts.
On a phone, switch between Field, Level & props, and Edit & export at the bottom. The Field toolbar lets you pick a prop without leaving the preview: tap to place, choose Select / move to drag, or tap an existing box with another box selected to stack. The numeric position fields provide precise placement. Pinch to zoom the page for a closer look.
In the game, Settings → Level Designer opens the web designer directly in your browser.
Choose a campaign level to inspect or modify it, or choose New draft. Select a prop and click the field, or drag it onto the green grid. Drop a compatible box onto another box to make a stack. Select / move lets you reposition objects; the selection panel also accepts precise coordinates and the existing movement, direction and timing fields. Undo restores the previous edit.
The dashed green grid uses the current five-column, six-row authoring samples. Half-cell snapping can be turned off for precise placement. Hide grid shows the match without the editing grid. The grid is a placement aid; it does not change the game's collision rules.
Download JSON preserves the complete authored layout. Save grid image exports the displayed match and grid. A generated Chinese instruction asks Codex to create or modify the selected level, run the complete evaluation and ordering workflow, and leave the formal campaign unchanged if a required check fails.
Drafts stay in your browser until you export them. Editing a formal level produces a candidate based on its original content ID; it does not overwrite the shipped level. A changed layout needs a new registered content identity after review. Previewing the scene does not establish solvability, difficulty, or release approval.
Accepted level and prop changes use the same synchronization entry point. It checks the authoring data against the game's generated catalog and rebuilds the Unity preview when its inputs change. The Source and sync panel identifies the catalog, order and scene snapshot shown by the designer.