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iPad: TurtleStrike – Live Turn Based Competitive Multiplayer Coming to Mobile Devices

12-04-2012, 10:04 AM
Joined: Oct 2012
Location: Prague, http://www.facebook.com/TurtleStrikeGame
Posts: 87
TurtleStrike – Live Turn Based Competitive Multiplayer Coming to Mobile Devices

Hey guys!

Do you remember the times playing Battleships? Carefully positioning your fleet or trying to put all ships together in kinda suicidal mix? Do you remember the feeling, perfectly hitting bazooka shot in a game of Worms? Do you have fond memories of all the board games you have played, pushing your soldiers across the battlefield? Those were the days, eh? Well, now you don’t need to just sit around and remember those great moments. You can experience all this once again in TurtleStrike!

Here’s a list of a few features :
- iOS/Android Multiplayer Strategy; Live Turn Based (both players plan their moves at the same time and turn is then resolved simultaneously)
- Skill-based competitive gameplay with regular tournaments and prizes up to US$1000
- Free to Play, but not Pay to Win; Weapon upgrades are more like “sidegrades”. That better weapon might not be better for your strategy at all¨

So how does it work?

Both you and your opponent start with 10 turtles and first player who manages to wipe all enemy turtles wins. But before the game starts, you have to place your turtles into 3 formations. You can customize different shapes of formations – as long as your turtles are touching side to side.

Ok, you have your turtles in place, now what? Each formation can do one of the following actions during each turn:

Move - Free move, no more squares
Shoot a Missile – usually a short ranged ballistic weapon.
Shoot a Torpedo - a long ranged signature weapon that can be guided around islands and obstacles by “painting” on your touch screen.

There are also special moves:

Shield – each group can shield itself only once per match; turtles in a chosen formation hide inside their shells, making themselves invulnerable for that turn.
Use Secret Special Weapon - cooldown-based unique abilities that can completely change the outcome of the match

We have a lot of nice concept art on our page:
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And the first screenshots of our recent alfa build:
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You can check out the game at www.turtlestrike.com

We are trying something new on mobile devices (Competitive multiplayer! Constant balancing! Tournaments! Prizes!) and we would love to hear your feedback. So tell us what do you think so far?
12-04-2012, 10:07 AM
Joined: Sep 2009
Location: Wasaga beach, Ontario, Canada
Posts: 679
Alfalfa build?!

Looks good!

Mission Europa 2 is coming!!!

12-05-2012, 10:16 AM
Joined: Dec 2012
Posts: 4
I was interested in this game,I'll wait for her. And draw very cool
12-05-2012, 10:19 AM
Joined: Oct 2012
Location: Prague, http://www.facebook.com/TurtleStrikeGame
Posts: 87
Thanks! I will post developement updates here regularly. Stick around, because we have exciting news in the pipeline
12-18-2012, 01:41 AM
Joined: Oct 2012
Location: Prague, http://www.facebook.com/TurtleStrikeGame
Posts: 87
Live Turn-Based Mechanics Autopsy

Turn-based mechanics are becoming more and more popular: look at Frozen Synapse, Hero Academy and the glorious return of the X-COM. A part of the reason is the growth of mobile gaming. Another part is smartphones and tablets are ideal media for all the board games we love. Turn-based games are about tactical thinking. They're about planning your next move. And they're sometimes about sitting around, waiting for your sloth of an opponent to take their turn…

Waiting for Your Opponent Sucks

It’s not a problem in single player scenarios – but a real big deal for multiplayer. Mobile matches have to be quick. One way to solve the problem is asynchronous multiplayer. It is a clever game mechanic that lets you leave the game when you've taken your turn. Your opponent can make their move in their own time, and a notification pops up on your device when it’s your turn again. A great solution – but the gameplay loses something. It can drag out into chess-like matches with a complete loss of the adrenalin rush of the battle. In the end you find yourself playing numerous week-long matches at the same time. It turns the game into a series of e-mails back and forth between players.

A Hybrid of Asynchronous and Real Time

We’ve taken a different approach: a “Live Turn-Based” system. We give both players time to make their move separately, then their moves are resolve at the same moment. It’s an almost perfect merger of real-time and turn-based advantages – you still have time to evaluate your move and be more tactical than in real time, but on the other hand, matches are quick and feel like a real battle, not a chess game.

04-13-2013, 04:09 AM
nice information. thank you for sharing it.

04-15-2013, 07:37 AM
Joined: Oct 2012
Location: Prague, http://www.facebook.com/TurtleStrikeGame
Posts: 87
Thanks :)

No, thank you for your interest. What indie developer wouldn't love people asking for his game and being interested.. The only thing I can share with you now is that the game becomes more and more fun every closed beta release.

I'll keep you informed about the updates and post link to the release thread here when the game is ready to launch.
12-20-2012, 11:58 PM
Looks like an interesting game...
12-23-2012, 02:48 AM
Joined: Oct 2012
Location: Prague, http://www.facebook.com/TurtleStrikeGame
Posts: 87
Christmas Turtle

Merry Christmas and Happy New Year from everyone at eeGon Games!
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12-27-2012, 09:21 PM
Joined: Mar 2012
Posts: 551
ew turn based, I thought the point of videogames was to get rid of that