A x3 streak triples the point on a correct tap β miss one and it's back to zero.
The hook
Flag Dash is a geography quiz with the pacing of a rhythm game: prompts fly by in a couple of seconds each, streak multipliers reward not missing, and the deck rotates between flags, capitals, and outlines so the format never goes stale mid-match. The tiering is what makes it a genuine duel rather than a quiz one person always wins β a younger player can be dashing through easy flag IDs while the older sibling is stuck guessing capitals of countries they've barely heard of, same round, same clock.
A sample round
1 Β· Category: South America flags, Riya's tier
2 Β· Streak building: capitals round, timer draining, Kabir's tier
3 Β· Payoff: outline nailed, streak cashed in
How a round plays
- Each prompt comes from one of three decks β flags, capitals, or outlines β drawn from your own difficulty tier.
- Tap the correct answer from the options before the timer runs out.
- Correct answers build a streak multiplier (x2, x3, x4β¦); a miss resets it to zero.
- In duel mode, both players answer their own tier's prompt at once; the first correct answer, boosted by the multiplier, banks the round's points.
- Solo mode swaps the opponent for the clock: time-attack through as many prompts as possible before it runs out.
Why it's sticky
The tiered decks are the fair-fight loop: a younger player dashes through recognizable flags while an older one earns their points on capitals and blind outlines, so the score stays close without dumbing the game down for anyone. Layer on the streak multiplier β a live, rising stake that makes every single prompt feel like it matters more than the last β and rounds create their own tension without needing a hard question to do it.
Modes
- Duel β tiered decks, streak multiplier, first to the round target.
- Solo time-attack β beat your own best streak or score against the clock.
- Party relay β pass the phone, speed round, group leaderboard.
Build notes
Size: M. The shared shell provides the split-screen duel frame, the adaptive-handicap module (deck and category assignment by player level), timers, streak-multiplier scoring, and the scorebar. Game-specific work is the content: flag, capital, and outline decks built as data with region tags and difficulty ratings baked in at build time, plus an outline-recognition matching set. Prompt generation and scoring live in a plain JS module separate from rendering and input, so a future async mode β beat a friend's replay over a shared link β reuses the same core.