Trolley Curling is a mobile game we designed and built in-house. Each car park works like a miniature-golf hole: pull back, launch the trolley, use parked cars as banks, dodge shoppers and oil slicks, and try to settle dead centre in the bay. It looks light, but the roll, collisions, friction, wind and wonky wheel all run through a custom real-time physics loop.
A loose trolley was enough
A shopping trolley already has momentum, questionable steering and an obvious place it ought to end up. That was enough for a game. Trolley Curling treats the car park as a miniature-golf course: pull back, release, bounce off a parked car if you mean to, and get the trolley inside the bay before you run out of carts.
The physics are the game
The trolley rolls through a pseudo-3D scene with friction, collisions, wind, slope, oil and a wheel that refuses to track straight. Cars can become banks. Moving traffic can turn a bad line into a trick shot. Shoppers are slower and considerably worse for the score. The dotted preview helps with the first decision, then the simulation gets the final say.
More than one car park
Each lot has a par, a target and its own parody storefront. The early courses are laid out by hand; the long tail is generated from a fixed seed tied to the level number, so everyone sees the same course. A separate daily lot uses the date as its seed. Add stars, streaks, 38 achievements and the best-score leaderboard, and a thirty-second throw has somewhere to lead.
Built and shipped in-house
Trolley Curling is a React Native and Expo app for iPhone and iPad. The scene is drawn entirely in React Native Skia, while Reanimated worklets keep the physics and rendering on the UI thread. We designed the game, drew the interface and vector scene, built the progression and native Game Center bridge, prepared the store assets and took the release through App Store review.
Can Rangefront build something like this for me?
Yes. Trolley Curling combines touch input, a custom real-time simulation, vector rendering, progression, achievements and store release work inside one mobile app. The same skills apply to mobile games, branded playables, training simulations and interactive product ideas that need more than standard app components.
Build notes
- Pull back anywhere and release to sling the trolley up the lot. A dotted trajectory previews the shot before the physics take over.
- Wind, a dodgy wheel, oil slicks, parked cars, shoppers, moving traffic and the trolley-bay rails all change the line. Some are hazards; some are useful banks if the shot is brave enough.
- The opening lots are hand-built. Later lots come from a deterministic seeded generator, so level 200 is the same course for every player instead of a fresh random layout.
- The daily lot uses the date as its seed, giving everyone the same car park and target for that day.
- Scoring rewards accuracy, par, clean lines, banks, traffic tricks and streaks. Four clean parks earn a spare cart.
- Game Center carries 38 achievements and the best-score leaderboard. The live App Store build collects no user data.
- The whole scene is vector art drawn with React Native Skia. Physics and rendering run on the UI thread through Reanimated worklets to keep the game moving at 60fps.


