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Battleflag

Game Systems

“Kill them all! Kill them all! Kill them all!”

The chant was getting louder and louder throughout the stadium. These fans really wanted action today.

For the competitors, it wasn’t that simple. They didn’t want action, but it was necessary for their survival, for the game of Battleflag is unforgiving.

“Both teams are now setting up their defenses! Which team will rise above and capture the opposing flag? Or will we see a bloodbath, and will one team get completely knocked out? Now’s the time to find out folks! Battleflag starts in 3...”

The competitors made their last minute decisions of where to set up defense and chose their starting two members.

“…2…”

Blood pumping through their veins, each fighter was ready. Whatever happened to them today, they’ll put on a good show. Their lives depended on it.

The horn blew.

“…1! FIIIIGHT!”

Battleflag is a fast-paced Capture the Flag board game designed to test strategy and teamwork where two teams will fight to grab the opposing team's flag and bring it back to their base while building their own defense and keeping their flag, and themselves, safe.

Highlights:

  • Solo project
  • Fully functional physical board game
  • 5 character classes with unique abilities and stats
  • 10+ unique power weapons and items which change the flow of play in interesting ways
  • Original gameplay mechanics of subbing in characters and changing the layout of the map with barricades and sentries

Character Design

Each character has a different playstyle and role throughout the game, with their own unique base stats and special ability. These stats and abilities were balanced over time through rounds of playtesting, feedback, and iteration.

The Assault is designed to be the "generic" character but also has reliable stats to be the go-to damage dealer for each team.
The Commando is meant to be fast and deadly while also being the weakest and easiest to kill. It's able to traverse the map and get to the flag quickly.
The Doctor is the tankiest of the 5 characters. It relies on its special ability to be useful in a game and teams who use it effectively can group together and be very tough to deal with.
The Mechanic was designed to fill a utility role for each team. Teams have to plan ahead as to when to sub-in the Mechanic and use his special ability.
The Demo Man is more of a nuisance in a fight than a threat or pushover. Its special ability, like the Mechanic's, can be invaluable to teams who use it strategically and plan ahead.

Map Design

The map design facilitates movement and strategic placements of barricades and sentries.

  • each barricade can help block off paths through the middle of the map, but only being able to place 4 squares worth means an area is never fully blocked and leaves the map open enough for free movement
  • any sentry placement has the potential to shoot within range of a vital path through the map, but also not completely lock-down an area
  • sub stations are close to the center of the map so they're accessible to each player and a new character could be back in action quickly
  • power weapons spawn close to a team's "protected" area while also being in a fairly exposed space where team battles can erupt
  • teleporters, which were one of the last iterations of the map, further encourage movement and reward players who are able to get to these specific points

Power Weapons/Bonuses

Battleflag includes interesting power weapons spawning at various points in each game, similar to digital games like Halo. Since every weapon is powerful, they have very limited usage, again adding to the strategy of when and how to use them. Many of these power weapons were designed to change the way a player behaves for a turn or two as some introduce new mechanics that are specific to the weapon.

Example weapons/bonuses

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