Work index
Released2026AndroidTechnical Head, Nexenova Studios

Last Turn

Two game modes, one codebase, one shared platform layer for ads, IAP and live config.

Last Turn key art

Context

Second Nexenova release on Google Play. A one-touch 2D car game that ships an endless mode and a finite level mode from the same project.

The problem

Endless and level modes want different win conditions, different difficulty curves and different failure states — but duplicating the game loop for each is how a small codebase rots. The modes had to diverge in rules while sharing everything underneath.

What I built

  • Built both modes off one gameplay core: an endless run with escalating difficulty, and a finite level mode with explicit win/lose states.
  • Put ads, real-money purchases and remote tuning behind a single shared platform layer, so no gameplay code talks to a vendor SDK directly.
  • Integrated ironSource LevelPlay for mediated ads and Unity IAP for purchases.
  • Used UGS Remote Config to retune difficulty and economy values after release without a store update.
  • Server-owned progression and currency through UGS Authentication, Cloud Save and Economy.