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Kickshatter Locker Cash Refills V1: Diamond Cards and Direct Refills

2026-08-26

Archive note — September 16, 2026: This development article describes an earlier iteration. Its retired previews and downloads have been removed, and the web level designer is no longer available. See the retained artwork library for the current selection.

The approved Locker Cash Refills V1 reference is now available in the Kickshatter Level Designer. It keeps the StoreKit purchase surface compact: two top tabs and seven direct refill rows, rather than a separate large card for every item.

What changed

  • Coin Training and Cash Refills are separate paths. Coin Training is the local Coin route; Cash Refills is the platform purchase route.
  • Cash role refills are Diamond cards. Eagle Eye shows its endpoint pulse, Divine Touch uses a compact Diamond Blast-QTE cue, and Iron Wall shows the repeated clean-return shield echo. These treatments distinguish the paid Diamond tier from the Gold Coin Training path.
  • The page does not invent a price. The reference shows a disabled Price Unavailable state until the platform provides a localised StoreKit price.
  • Skill balls retain their approved identities. Scatter remains violet, Blast remains red-orange, and Through remains teal/ivory. The All-Star bundle communicates role matches ×10 each and skill uses ×6 each.

This flattened screen is an approved visual reference, not a runtime implementation. Unity will render copy, unlock state, price metadata, purchase availability, and quantities at runtime.

Browse the Locker Cash Refills V1 original PNG or the complete Kickshatter asset library.

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