GUARD OF GERD
- Feb 3
- 4 min read
Updated: Feb 25

THE LORE
Guard of GERD is a unique blend of Tower Defense and moral-heavy inspection narrative video game, set against the backdrop of defending the Grand Ethiopian Renaissance Dam (GERD)
You play as a young recruit thrust into the role of battleship captain to protect the dam from waves of enemy vessels while inspecting all ships for threats. Motivated to avenge his late father's false traitor legacy while taking care of his mother and younger sister.

It has themes of national pride, corruption, and personal sacrifice unfold through daily "shifts" on the river, leading to multiple branching storylines and endings.
GAME MECHANICS
As captain of a stationary battleship anchored near the dam, Every day consisting of a Fixed Number of Ships(Friend and Foe), you'll inspect incoming vessels for compliance with ever-changing daily directives and destroy hostile ships while managing resources like hydropower output and funds collected earned from combat loot, salaries, or morally gray bribes.
Core Loop (Daily Shift)
Morning Briefing:
Receive "GERD Directives"—a newspaper-style document outlining today's rules (e.g., Inspect all flagged ships for smuggling, false declaration...). Directives reflect story progress.
Defense
Waves of ships approach the dam. Inspect thoroughly before firing cannons to sink enemy ships, but aim carefully to collect loot funds before destruction.
Power generates in real-time (e.g., +10 MW per second), enemies carry hacker agents: If one able to hack the turbine system within countdown timer, it disables a turbine (permanent -1/6th power loss until repaired, affecting future power generation days).

Inspection
Friendly/allied can be inspected in the captain's deck for clearance. Use tools like scanners or interrogations to check flags, papers, and cargo against directives. Discrepancies lead to decisions: Let the ship pass or engage by firing shots to sink the ship.

End-of-Day Management
Tally power output (in MW), funds (from chests, salary, bribes), and expenses. Allocate to:
Ship Upgrades: Extra cannon rounds, better inspection tech, repair turbine if damaged
Personal Expenses: Family medical bills, energy bill. Neglect leads to story penalties (e.g., sister's health worsens).


Narrative Interludes
Short letters advance the plot based on performance and unique interaction during inspection phase. Leading the plot to different paths.
Narrative Example:
Day | The Daily Directive | The Narrative Twist |
Day 3 | "Target any ship with mismatched hull number. and all ships from foreign nation." | A foreign fisherman offers you 500 to "look the other way" So that he can feed his family. Your family is in need of rent money. |
Day 7 | "The President is visiting. Maximize MW generation at all costs." | You are forced to not allocate much electricty sold to neighbour, which creates friction. |
Features and Settings


THE NATIONS OF THE NILE (Just Example)
Your decisions at the end of the day ripples across the borders of Abyssinia. Who will you power? Who will you leave in the dark?
Damor: Traditionalists who respect strength but loathe the dam.
Keshar: Wealthy merchants. Look for their Chests latched to hulls for extra funds, if you can hit them without sinking the cargo.
Tazmir: Raiders of the forest. They move fast and test your ammo reserves.
Qoranth: The Breadbasket. Keep them powered, or the price of your family’s Gas will skyrocket.
Imbala: The Naval Rival. They bring the most Hackers. Dealing with them is a dance on a razor’s edge.
Neighbor | Character Archetype | Naval Style | Story Role |
Damor | The Proud Traditionalist | Heavy, armored stone-clad barges. | They view the dam as an insult to the "Natural Flow." They rarely bribe, but their ships are hard to sink. |
Keshar | The Golden Merchant | Sleek, fast ships decorated with incense smoke. | They always have Chests and offer the highest Bribes, but they often hide "Technicians" (Hackers) among their spice cargo. |
Tazmir | The Wilderness Survivor | Small, wooden camouflaged raiders. | They don't want MW; they want the water. They send waves of small ships to overwhelm your "Inspection" focus. |
Qoranth | The Feudal Landlord | Massive, slow grain-haulers. | They provide the food for Abyssinia. If you sink too many of their ships during inspection, the price of Gas for your family triples. |
Imbala | The Rising Empire | Advanced, metallic steam-ships. | Your main rival. They send the most "Hackers." Allocating MW to them might buy "Peace," but it angers your own citizens. |
REWARDS, PROGRESSION & ENDING
The Medal Gallery (Achievements)
Track your legacy through unique milestones:
"The Generator": Maximize MW generation on a single ship within 5% of the Failure Line for consecutive 2 runs.
"White-hat Hero": Complete a week without a single turbine being hacked.
"The Mercenary’s Pocket": Accept 10 bribes from Keshar merchant vessels.
"Family First": Keep the home gas reserves full for 30 consecutive days.
"Ghost of the Father": Discover all of your father’s hidden logs scattered in enemy chests.
The story branches based on key choices:
Pride Path: Strict adherence to directives, exposing saboteurs leads to promotions, national hero status.
Struggle Path: Prioritizing family via bribes or lax inspections personal salvation but national risks.
Exposure Path: Uncovering internal corruption (e.g., a superior smuggling) high-risk, rewarding endings.
Multi-Ending Narrative
The Patriot Ending: You max out the Dam’s potential, but your family suffers because you never took bribes.
Corrupt Fall: Succumb to bribes; dam compromised, gets exiled.
Sabotage Catastrophe: Too many hackers succeed; blackout, foreign invasion implied.
Redemption: Expose a major plot; character sacrifices himself, echoing his father.

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