ÜBERKRIEG

A turn-based strategy game with an innovative radio communication system.

Personal Project
Role: Primary Developer
Engine: Game Maker Studio (Originally 1, later migrated to 2)

LINKS

Devlog (currently inactive due to refactoring)
Playtest records

A SPIRITUAL INVERSION

Although mechanically inspired by the Advance Wars series, Überkrieg is conceptually opposite. While Advance Wars prioritizes simplicity and accessibility, Überkrieg aims to maximize complexity, offering players a more expressive range of tactics.

The core principle of complexity is most clearly expressed by Überkrieg’s unique radio communication system. Below is a rough but hopefully informative video explaining how it works.

DESIGN STRATEGIES

Überkrieg is built on a structured design thesis that defines its core concepts, constraints, and guiding principles. These elements drive the design process and provide the goals and heuristics used to evaluate design choices. Below is a condensed list of these design goals and heuristics. In the next section, I'll discuss how they relate to the execution of specific game mechanics.

You can also access an abridged version of the original document here:
Überkrieg Design Thesis

DESIGN GOALS & HEURISTICS

EXECUTION

Radio system
Increasing move and firing ranges
Advance wars move-vision chart

Advance Wars move-vision ranges

Advance wars move-vision chart

Überkrieg move-vision-radio ranges

Flattening of radio and vision ranges
advance wars unit vision ranges
uberkrieg unit vision ranges
Changes to APC (Armoured Personnel Carrier)

PURPOSEFUL DEVIATION

As I am someone heavily influenced by Nintendo’s design sensibilities, Überkrieg's core design strategy of increasing complexity might seem counterintuitive. But that’s where the design process led me, so I stuck with it. I also found reassurance in how Nintendo would occasionally break from their own conventions. Animal Crossing was a notoriously difficult concept to explain and resisted being boiled down into an elevator pitch. Steel Diver exists because Mr.Miyamoto was fascinated by the massive 44-button controller for Steel Battalion and wanted to explore something similar!

A key part of Überkrieg's design strategy was recognizing and accepting the consequences of increased complexity, and evaluating them on their own terms. Überkrieg was never meant to be a “better” or an “evolved” version of Advance Wars, but rather a reconstruction and exploration of the underlying design elements, and more importantly, the design process itself.

ÜBERKRIEG: A PERSONAL JOURNEY

I first started Überkrieg in 2011, paused, then restarted it in 2016 during a particularly challenging period in my life. That holiday season, Game Maker Studio was just $12, something I could afford. For a long time I worked on the game alone. It gave me structure and a sense of purpose, helping me organize my time and priorities. As the project grew, I naturally started engaging with people, bringing my game to events like Full Indie and Indie Pod, attending conventions, recruiting artists, hosting playtests, and immersing myself in Advance Wars' online community. Überkieg became a bridge, connecting me to new friends and even some old ones! Maybe it’s dramatic to say, but this project probably saved my life. Over the past few years, I’ve found a team of friends who are all working hard to help me finish it, along with many other occasional contributors.
Progress has been slow but persistent!

Überkrieg at full Indie

Überkrieg at Full Indie, Picture taken by friend Tom Arnold