
Most mobile card games don’t fail because of bad gameplay.
They fail because monetisation is treated as an afterthought.
I’ve spent 8+ years building and shipping card games—Tonk, Spades, Gin Rummy, Mindi, Solitaire-style systems—where the real challenge isn’t making the game, but making it profitable without killing player enjoyment.
Here’s what I do differently 👇
I design economy and monetisation before coding, not after launch panic.
What I help with:
- Monetisation systems for Card F2P games
- Economy loops, currency sinks & progression pacing
- IAP bundle math (boosters, wild cards, power-ups)
- Ad vs IAP balance that doesn’t frustrate players
- Difficulty tuning that increases conversion, not churn
Who I work with:
- Unity developers with 2+ years of experience
- At least one live game on Play Store / App Store
- DAU exists, but revenue doesn’t match effort
- Developers who are tired of guessing and want clarity
I don’t teach “how to make games”.
I help developers turn already-fun games into sustainable businesses.
If you’re building a card game and feel:
- “Players play, but don’t pay”
- “Revenue is inconsistent”
- “I tweak prices blindly”
You don’t need more features.
You need better monetisation decisions.