**BLUF:** Below is a structured “Soul Doc” for your 1v1 real-time capture-the-flag game. It captures the aspiration, player promise, fantasy, pillars, core loops, the specific system beats you described (fog of war, jail/escort, pre-phase setup, motion lights, classes), plus the two unresolved design tensions: anti-turtling and fun flag recapture. I’ve kept it in “what” space (ideation). Any build/platform details are quarantined to an appendix. --- # Soul Doc: *Neighborhood Quarterback* (working title) ## 1) One-sentence identity A fast, real-time 1v1 capture-the-flag game where you play the older kid quarterbacking a neighborhood crew, winning by **commanding** and **anticipating** under **fog of war**. ## 2) Player promise You are the big kid who sees the whole field. You out-think and out-maneuver a rival captain by reading their setup, shaping the chaos, and calling the play that wins. ## 3) Fantasy and emotional target * **Fantasy:** “I’m the captain who controls the tempo and makes the smart call.” * **Emotions to hit:** * Cleverness from being the older kid (pattern recognition, traps, misdirection) * Tension of “kids out of bed” at night (risk, stealth, sudden exposure) * Glee when a plan collapses into improv and you still pull it off ## 4) The hook “StarCraft-style squad command at Rocket League pace, but it’s capture the flag in a suburban neighborhood at night, with a jail mechanic and motion lights.” ## 5) Design pillars (non-negotiables) 1. **Anticipation beats reaction** * Great players win by setting conditions, not by micromanaging panic. 2. **Information is the real resource** * Fog of war plus scouting creates mind games, not just execution checks. 3. **Misdirection is always viable** * Diversions, sacrifices, and feints are legitimate paths to advantage. 4. **Every match tells a story in 5 minutes** * Quick pre-phase, real-time game phase, immediate “what just happened” highlights. ## 6) Core verbs * **Command:** assign routes, patrols, and intentions to five distinct kids. * **Anticipate:** infer opponent roles, predict rotations, exploit timing windows. ## 7) Core loops ### Loop for great players (the aspiration) **Plan → Perturb → Observe → Identify → Seize** * Plan: form a hypothesis about their defense/flag/jail placement and likely rotations. * Perturb: poke or stage a feint to force information-revealing reactions. * Observe: read movement, patrol patterns, light triggers, missing units. * Identify: locate the weakness (gap, slow responder, overcommit, exposed jail path). * Seize: commit to the play that wins (flag run, mass capture, or decisive diversion). ### Loop for average players (still fun) **Poke → React → Scramble** * Poke creates action and chaos; scramble produces highlight moments. * The game should reward graduating from scramble into intentional perturbation. ## 8) Match structure **Two phases, one match** 1. **Pre-phase (fast):** * Choose team composition (roles/classes). * Place your **flag** and **jail**. * Optionally place limited defensive “reveals” (motion light concept). 2. **Game phase (real-time):** * Command five units to capture opponent flag while defending your own. * Capture/jail mechanics create temporary numerical advantage and narrative momentum. ## 9) The play space * **Setting:** a neighborhood block at night. * **Topology:** streets and backyards, not a grid; shortcuts through some yards. * **Sides:** two territories separated by a **neutral zone**. * **Readability:** clearly legible lanes, chokepoints, and “exposure zones” (lit, open streets) vs “shadow zones” (backyard paths, cover). ## 10) Unit identity and roles You control **5 kids**, each with a clear job and counterplay. ### Class archetypes (working) * **Sneak:** excels at infiltration and flag running; fragile if caught. * **Patrol:** excels at holding space and denying routes; strongest at defense and capture control. * **Speed:** excels at rapid response, chasing, and quick pivots; enables aggressive tempo. **Team composition decision:** You’re drafting a plan, not just picking stats. ## 11) Information and fog of war Fog of war is the constraint that creates the mind game. * You should never have perfect certainty. * The player is rewarded for: * inferring unseen rotations from partial signals * forcing reveals through perturbations * managing risk when committing to a run ### Motion light concept (as an information tool) A limited, placeable “reveal trigger” that: * turns movement into a signal * invites mind games (“trigger it on purpose” vs “avoid it entirely”) * creates moments of panic and opportunity when it fires ## 12) Capture and jail: the match’s momentum engine Captures are how you tilt the field before going for the flag. ### Core concept * Units can be **captured** and **escorted** to jail. * Escorting creates **tempo tradeoffs**: you gain numerical advantage but spend time and attention. * **Abandonment** en route is allowed, which creates: * rescue plays * bait plays * risky overextensions ### Desired emergent outcomes * “I captured your fast kid, now you can’t respond to my flag run.” * “I baited your patrol into an escort, then slipped my sneak through the yard gap.” * “We fought over an escort path like it was its own objective.” ## 13) Flag play: make scoring common, make winning earned Your stated preference is important: **flags should be captured in most games**. * That implies: * defense should be strong enough to create tension but not so strong it prevents scores * matches should swing, not stalemate ### The fun part is not “touch flag,” it’s what happens after * escapes, chases, sacrifices, rescue missions, last-second interceptions * “quarterback moments” where you win via anticipation and timing, not raw APM ## 14) Anti-turtling: forcing action without feeling artificial You want a mechanic that prevents two players from playing too defensively. Design intent (what it should feel like): * Defensive play is valid, but **pure turtling is strategically losing**. * The game gently but inevitably creates windows where someone must move. Aspirational outcomes: * Early probing is safe-ish and useful. * Midgame pressure escalates. * Endgame has a clear “someone’s about to break.” (Implementation options are intentionally omitted here; see “Open Questions” for what you need it to accomplish.) ## 15) Recapture: making “the return trip” exciting Recapturing a taken flag should be fun, not a reset-to-neutral chore. Design intent: * The moment the flag is taken, the game should enter a heightened state: * clearer incentives * sharper information plays * dramatic chase and interception opportunities Desired outcomes: * “Turning the tables” stories: bait a greedy runner, spring a trap, flip momentum. * A reason to keep playing aggressively even after conceding a grab. ## 16) Aesthetic and tone * **Visual identity:** “backyard baseball meets satellite-map clarity,” with a tongue-in-cheek vibe. * **Tone:** kids out of bed at night; playful rule-breaking, not grim violence. * **Silhouette readability:** units and their roles must be immediately legible. * **Signature moments:** motion light pops on, silhouettes scatter, a patrol cuts someone off at the curb. ## 17) Progression fantasy (non-monetized framing) * **Accolades and recognition:** you become “the neighborhood legend.” * **Cosmetic identity:** personalization and bragging rights (skins later). * The progression should reinforce the fantasy of being the captain, not become a grind. ## 18) What the game is not (scope guardrails) * Not a slow, methodical tactics sim. * Not a deep narrative campaign. * Not a base builder. * Not a pure stealth game where contact is failure. * Not a micro-heavy RTS where 200 APM is required. ## 19) Success criteria When you watch a good match, you should be able to point to: * a deliberate perturbation * a clean read * a decisive pivot * a “quarterback call” that looks obvious in hindsight When you watch an average match, you should still see: * chaos that resolves into a story * at least one flag touch * at least one capture that mattered ## 20) Open questions (ideation-grade, not implementation) These are the few decisions that most affect the soul: 1. **What is the anti-turtling pressure supposed to reward?** * scouting, tempo, map control, capture economy, or flag attempts? 2. **What is the “recapture fantasy”?** * dramatic chase, clever interception, coordinated ambush, or jail-break pivot? 3. **How swingy should matches be?** * If flags are often captured, what prevents the game from feeling coin-flippy? 4. **How many “signals” exist in the information game?** * If fog of war is core, what are the deliberate, learnable tells? 5. **What is the identity of each class in one sentence?** * The sharper these are, the more the “quarterback” fantasy lands. --- ## Appendix: details you mentioned that are “how/build,” not “soul” (Keeping them so they don’t get lost, but they’re not part of the ideation core.) * View/camera specifics (2D isometric, zoom-to-unit) * Input specifics (select then drag routes, patrol mode variants) * Tooling/config emphasis for iteration and testing knobs * Engine/platform targeting (Unity, iOS/Android/desktop) --- If you want the next step: I’d compress this into a **one-page internal pitch** (still “what”), plus a **3–5 bullet marketing spine** derived from the same pillars, without drifting into monetization or implementation.