All case studies
Carrom Nights 3D — two rulesets, one board, and a screen that turns around
Everyone who downloads a carrom app already knows how it should feel. The upgrade asked a harder question: can one board serve both a newcomer and someone who grew up on the real rules?
- Client
- In-house title
- Platform
- Android / Google Play
- Engine
- Unity
- Genre
- Board
UnityC#3D physicsAdMob rewarded video
The challenge
Carrom is a physical game before it is a digital one, and almost everyone who downloads a carrom app already knows exactly how it should feel. That is the hardest possible starting position: there is no room to reinterpret the rules, and every player arrives with a reference in their hands from childhood. Get the physics slightly wrong and they cannot articulate what is off, but they stop playing.The control scheme is where most carrom apps lose immediately. The real game is a finger flick, and the obvious translation is a drag gesture — pull back and release. It feels natural for about three shots. Then a drag slips, or a finger lifts a pixel early, or the screen registers a swipe at a slightly different angle than intended, and the striker goes somewhere the player never chose. In a game where a single bad shot hands the opponent the board, an input that misfires even occasionally destroys the player's sense that outcomes are their own.
The second problem is that carrom physics are genuinely hard to fake convincingly. The striker and coins are discs of different mass sliding on a low-friction surface, and players intuitively know how a rebound off the cushion should behave, how a cut shot deflects, and roughly how far a coin travels at a given power. These are not things anyone can state precisely, yet everyone recognises when they are wrong.
Third is the AI problem every turn-based board game faces. A carrom AI that always pots is unbeatable and pointless. One that misses randomly is not an opponent, it is a dice roll. Neither teaches the player anything.
Fourth, carrom has real scoring rules that are easy to get subtly wrong: the queen must be pocketed and then covered, and pocketing the striker is a foul that costs both points and a coin back on the board. Players who grew up with these rules notice immediately when an app simplifies them.
The upgrade added two problems the first release did not have. The first is that a single scoring system does not suit every player. Full carrom rules — claim a colour, pocket only your own coins, cover the queen, clear first — are what a carrom player wants and are genuinely intimidating to someone who just wants to pot discs. Shipping only the strict ruleset narrows the audience; shipping only a loose one disappoints the people who know the game.
The second is pass-and-play itself. Two people sharing one phone sit on opposite sides of it, which means for half of every match one player is reading the board upside down. Every other local-multiplayer board game quietly accepts this, and it is a real handicap that has nothing to do with skill at carrom.
And finally, a game played on buses and in waiting rooms should not stop working when the connection does — but the modes that genuinely need no server had been gated behind one anyway.
Our approach
The drag gesture was abandoned entirely in favour of three discrete steps: Position, Aim, Power. The striker slides along the baseline and locks. A swipe sets the angle with an aim guide drawing the path. A power meter runs and the player stops it. Nothing depends on how precisely a finger lifts off the glass, which removes the entire class of misfires that drag controls produce. The player can step back and adjust at any stage before striking, so a committed shot is a decision rather than a gesture the screen misread.Physics were built around the behaviours players actually check — cushion rebounds, cut shots, double sinks — so the board behaves the way a hand that has played real carrom expects. The camera pushing in on each strike is not decoration: it gives the shot weight and lets the player read the collision, which is how they learn what a given angle and power will do next time.
The AI ladder runs five levels shaped by how well it plays rather than by randomised misses. A weaker opponent takes the shot it can see; a stronger one sees more of the board. That is what makes beating Very Hard feel like an achievement and beating Beginner feel like a warm-up, instead of both feeling like luck.
The upgrade split scoring into two modes rather than compromising on one. Freestyle counts every coin — white 10, black 5, queen 25 — so a newcomer can simply pot discs and watch a score climb. Team Battle runs full carrom rules: claim White or Black, pocket only your colour, cover the queen, clear your coins first. The same physics and the same controls sit under both, so a Freestyle player who grows into the real rules does not have to relearn anything. This is the cheapest possible way to widen an audience: one board, one input scheme, two framings of what counts.
Pass-and-play was fixed rather than accepted. Lay the phone flat between two players and the screen rotates to face whoever is on turn. It is a small change and it removes a genuine handicap — half the match no longer involves reading the board upside down. Local multiplayer on a shared device is how carrom is most often played, and this is the difference between a mode that technically exists and one people actually use.
Offline support was added where it was honest to add it. Practice and Player vs Player need no server, so they now work without a connection. A game played on a bus should not stop at a tunnel, and gating modes that have no server dependency behind a network check was a restriction with nothing behind it.
Official rules stayed intact throughout — the queen-and-cover requirement and the striker foul that costs points and returns a coin. Keeping the real fouls in is what separates a carrom game from a disc-flicking toy.
Progression remains cosmetic and earned. Strikers and boards unlock with coins won by playing, with no real-money purchases anywhere, so a player who spends nothing is never behind. Shot praise — CLEAN CUT, DOUBLE SINK, ROYAL COVER, MASTERSTROKE — names what the player just did, which quietly teaches the vocabulary of good carrom.
The result
A carrom game where a bad shot is the player's own. Replacing the drag gesture with Position, Aim and Power removed the misfires that make drag-based carrom apps feel arbitrary, and stepping back before striking means every shot is a decision rather than an accident of input.Two scoring modes over one ruleset: Freestyle for a player who wants to pot coins and watch a number rise, Team Battle for the full carrom rules with colour claiming and the queen cover. Same physics, same controls, so growing from one into the other requires relearning nothing.
Pass-and-play that turns to face the player on turn. Laying the phone flat between two people is how carrom actually gets played locally, and rotating the board removes the upside-down handicap every other local board game quietly accepts.
Practice and Player vs Player work offline, because neither needs a server and a game played on a bus should not stop at a tunnel.
Full official scoring kept intact, including the queen-and-cover rule and the striker foul — the rules are what make the game tense, so none were simplified away.
Five shaped AI levels, 12 trick-shot challenges with shot limits, and everything unlockable won by playing. No real-money purchases anywhere.
Live on Google Play, free.
