A downloadable game
Gibraltar is a light-weight, turn based strategy game in which players compete to control territory. The more territory you control, the more moves per turn you can make. Those moves can be split up between your pieces however you want.
I call Gibraltar a lunchtime game because it's meant to be played during spare time like during lunch or the back of class (when you should be paying attention). It's a throwback to games that I played and invented as a kid.
It takes inspiration from Advance Wars, Hearthstone, games like Backyard Football and Backyard Baseball as well as Go, a Japanese board game. I love the excitement and intensity of sitting around a table, computer or Gameboy and pitting your wits against friends. When I started making Gibraltar, I wanted to steep it in that same mixture of camaraderie and rivalry that I felt while playing Advance Wars years ago. I think of Gibraltar as a "lunch-time game" because I want it to feel like a game I would have played with my friends during lunch-time or recess as a kid.
Gibraltar differs from other turn based strategy games in that its primary goal is not to kill all the enemy's units or even to capture the enemy's base, but to control his territory. The game board is divided into a grid. Players can control grid squares by capturing nearby buildings or by deploying special Disrupter units, which can move around the board and take territory. The players have a small arsenal of units to defend their territory from encroaching enemies, each with their own strengths and weaknesses.
Every turn, the player gets an amount of Action Points that they can divy up between their units. For instance, if you have 4 action points, you can move 2 units 2 spaces or 1 unit 4 space or 1 unit 3 spaces and another unit 1 space. This system makes the game very freeform. You've got to be on your toes.
With Gibraltar, I really want to make sure that players can fit in a match wherever and whenever they want and still come out of it with a feeling of accomplishment. For this reason, the maps in Gibraltar are fairly small and victory conditions are simple. The time commitment required for a single match is something that really drives me away from some competitive games. It certainly adds a sense of importance to the game but I want Gibraltar to flow quickly, smoothly and elegantly.
Anyway, I hope you enjoy and please leave feedback!
3/26/15 -- GUI changes, new unit icons, unit spawning cards change colors with team changes. Disrupters work now. Two new maps
4/15/16 -- AI mode does not break the game now. AI is still pretty bad but it runs. AI only spawns Pawns and Airs for now
6/8/16 -- Lots of changes! The biggest is that players now have access to powerful Action Cards that can be played during battle. Action Cards cost AP to play so you have to balance them with movement and combat. We revamped the UI to accommodate the card system (plus it just needed a revamp).
We're working really hard to get some well needed polish on the project. We've added a brand new victory and stats screen to give you the post-match information you want. Gibraltar now has a tournament mode consisting of a two playlists of four maps each.
We've added some things that will hopefully help with clarity in the game's goals and rules: before each match, players are now shown what their objectives are and the first few turns of each match have some small popups to help new players learn the ropes. Eventually there will be an option to turn these things off.
The last major changed we've made is how territory works. Controlling territory is the driving mechanic behind Gibraltar but we've never felt that it was fun enough or that there was enough depth to it. We've reworked how territory is calculated.
Now each space a strength based on how connected it is to the rest of your territory. If you've got a stretch of territory that's isolated and not well connected with the rest of your territory, it's easier for enemy disrupters to take control of it. If all your territory is connected though it will be very strong and more difficult to take over.
There's a ton of stuff behind the scenes that went into these new systems. The biggest and most important are the revamped map editor (which you'll have access to in the final game), the card editor and the unit editor. Being able to quickly make changes to these critical game elements means that we can experiment much more and better figure out what works and what doesn't.
Those are the biggest changes we've made over the past few months. We hope you like them!
|Published||260 days ago|
|Tags||3D, Cute, lunchtime, Retro, Robots, strategy, tactics, Turn-based Strategy, unity, War|
|License||All rights reserved|
|Asset license||All rights reserved|
|Average duration||A few minutes|
|Player count||1 - 2|