The game
Jigsaw Artistry is a relaxing jigsaw puzzle game for phones. It has 606 images in three collections: 186 classic paintings, 192 photographs and 228 digital artworks, which its itch.io page discloses as AI-generated. Every image comes in five sizes, XS to XL, from 12 to 576 pieces, or from 16 to 1,024 on a square image. Finishing a puzzle at any size unlocks its curiosity, a short card about the painting and its painter or about the picture. Golden pieces unlock 35 more, on the history of jigsaw puzzles. Missions and achievements pay out coins and hints, and coins unlock new images.
It was released on Google Play in 2024. Today it is playable in the browser on itch.io, whose page I confirmed is live on 2026-10-27, and there is a short video of it on YouTube. Both links are under Links at the end of the page.




What is in the repository
It is a Unity project, on Unity 6000.3 with the Universal Render Pipeline. Its default branch has 450 commits, the first from 2023-11-02 and the last from 2026-10-11, counted on 2026-10-27. 444 of them came in five months, from November 2023 to March 2024, while the version went from 0.2.9 to 104. The other six are from October 2026.
The game's own code is the 66 C# scripts in Assets/Game/Scripts, 6,872 lines. I counted lines as git blame does, blank lines and comments included. Every other C# file in the repository belongs to the puzzle kit, the ad SDK or a package.
The kit I built on
The puzzle itself comes from a third-party kit, the Jigsaw Puzzle Kit (version 4.3), imported on the first day. Its manual lists what it brings: puzzle generation and import, the gameplay logic, a camera that pans and zooms, hints, dialogs and saves. Cutting an image into pieces, dragging them and snapping them into place is the kit's work, not mine. Its 21 scripts and 6,193 lines are outside my count. 132 of those lines are my later edits, such as a camera zoom set by the puzzle size and zoom buttons, and I leave those out too.
What I built is the game around it:
- Images on demand. The 606 images are not in the build. A link table holds an id for each on an image host. A download manager queues the thumbnails of the page on screen, six to a page, fetches the full image when a puzzle starts, and keeps both on the device.
- Curiosities. A fact asset for every image, shown once the puzzle is done at any size, and 35 facts on jigsaw history, each unlocked by a golden piece.
- Missions and achievements. 143 achievement assets, 11 levels for each of 13 kinds of goal, from finishing a painting or a photo to finishing every size or finishing without a hint. Every level pays coins and hints.
- The economy and the saves. Coins, hints and golden pieces; a start of 150 coins and 25 hints, rewards that grow with the size, and a price in coins to unlock an image. Saved values are encrypted on the device.
2026: Unity 6 and the browser build
On 2026-10-10 I moved the project from Unity 2022.3 to Unity 6 (6000.3), with Claude, and the same commit added a build profile for the web. That day I also removed the QUDO integration, a third-party monetisation SDK with its own coin packs, highscores and achievement ids, in one commit across 174 files, and took the shop out of the scenes.
Two fixes followed for the browser. Thumbnails came back blank there, because the game read its saved images back through a file:// address, which browsers refuse; the web build now reads the file and decodes it directly. And on a fresh save the coin counter could show encrypted text, because a one-time migration encrypted the starting reward a second time; it now runs before anything reads the saves. The itch.io page went up the same day.
My part
Blame says whose commit a line is in, and nothing more, so I claim only what the history shows.
- Commits. All 450 commits are in my accounts. The first is the one-file "Initial commit" GitHub made with the repository, a
.gitignore. Claude co-authored six, all on 2026-10-10 and 2026-10-11, by their trailers. - Lines. By
git blame -w, all 6,872 lines inAssets/Game/Scriptsare in my commits, and none came in with the kit's import. 31 of them are in the commits Claude co-authored. The UI is the largest part, 32 scripts and 2,695 lines, then the managers, 6 scripts and 1,501 lines. - Not claimed. The kit, and the third-party code also committed under my account, which blame can only separate by folder: the ad SDK, 57 files and 9,523 lines, a save package and a preferences editor.
- The images. I claim none of them. The paintings are classic works by their painters, and the digital artworks are AI-generated.