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Commercial Project
CARD

Dobro
Goranku

TCG (trading card game) for mobile and desktop on Steam, built at MoonLabs Studio with Godot and GDScript. I worked on development and bug fixing, implementing screens like the user profile and the in-combat emotes.

01
// About the project
What was built

Dobro Goranku is a TCG (trading card game) from MoonLabs Studio, the same studio behind Devikins, published for mobile and also for desktop on Steam. Players collect cards to build their decks and face off in synchronous PvP matches and against AI. Unlike Devikins, it was built in Godot with GDScript.

The only blockchain connection here is paying for in-game currency, with no NFTs. The server used Centrifuge for real-time communication and, just like Devikins, the game had in-app notifications and login with Google and the app stores.

I wasn't Tech Lead on this project: I worked on development and bug fixing. Among other screens, I implemented the emotes system inside combat and the user profile screen.

02
// Challenges
What made the project difficult
// Engine
Godot after Unity
Coming from Unity/C# on Devikins, adapting to Godot's scene-and-node paradigm and to GDScript required remapping concepts mid-production.
// Combat
Real-time emotes
Implementing in-combat emotes, synced via Centrifuge, so that one player's action shows up live for the opponent.
// Multi-platform
Mobile and Steam
The same game running on mobile and on desktop via Steam, with store and Google login and in-app notifications on each platform.
// UI
Screens and profile
Building screens like the user profile requires integrating player data and the game's economy consistently with the rest of the interface.
03
// Tools
Technical stack
Godot
GDScript
Centrifuge
Steam
iOS
Android
04
// Outcome
What I learned
01
Switching engines between projects: going from Unity to Godot reinforced that what matters is mastering concepts, not a specific tool.
02
Godot vs Unity: each engine has its own philosophy. Godot leans more on scenes and nodes, Unity on components. Neither is better, they're just different.
03
GDScript is nimble: for gameplay logic the language pays off a lot, even though it feels limited next to C# at first.
04
Delivering well inside a team: without leading the project, the focus was implementing features like emotes and profile screens with quality and consistent with the rest of the game.
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