Mobile card game development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile card game development
Medium
from 1 week to 3 months
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Mobile Card Game Development

Card games are a genre highly dependent on data balance and match state reliability. If a fighter's animation bug goes unnoticed, incorrect card effect calculation in card game destroys experience immediately.

Match state stack

Each turn is a transaction. Player played card → chain of effects → new board state. If crash or connection break occurs mid-chain, state shouldn't remain "half-applied."

Implementation: Command pattern for all game actions. PlayCardCommand, AttackCommand, DrawCardCommand—each command has Execute() and Undo(). Entire turn is command stack that either fully applies or rolls back. This also gives replay functionality for free: save command stack + initial seed—get reproducible match.

Real-time vs asynchronous PvP

Synchronous PvP (both players online): Photon Realtime with custom Room State. Turns transmitted as events (RaiseEvent), server acts as relay. For validation—separate server service checking move legality before relaying to opponent.

Asynchronous PvP (Push & Pull): turn saved on server, opponent gets FCM push notification. Works even with poor connection, more tolerant of mobile-first audience. For deck and balance—Firebase Firestore with security rules.

Visual card representation

Cards in Unity: Canvas with RectTransform for UI-based render or separate SpriteRenderer meshes for game board. UI approach more convenient for animation and drag-and-drop via IBeginDragHandler, IDragHandler, IEndDragHandler. DOTween for card play effects: fly from hand, glow, shake on attack.

Dynamic card art generation from template: RenderTexture + Camera offscreen—render 3D card model with needed parameters to texture, use as sprite. Allows 500+ unique cards without 500 separate textures.

Timeline: single-player card game with AI opponent—3–5 months; with PvP and deck-building mode—5–9 months.