docs: add game design questionnaire
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# FrogFPS — Game Design Questionnaire
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*Fill this out to help define the vision for Frogger-FPS. Answer what you can — we'll iterate.*
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---
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## 1. The Elevator Pitch
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**In one sentence, what is this game?**
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> *(e.g., "A first-person frog who navigates a dangerous road and river in a retro-inspired FPS.")*
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---
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## 2. Core Concept
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**What's the hook? What makes this interesting or different?**
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- [ ] Retro/arcade feel (high score chasing, simple mechanics)
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- [ ] Narrative-driven (story, characters, world)
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- [ ] Mechanic-first (unique twist on a genre)
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- [ ] Atmosphere/mood (immersive, experimental)
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- [ ] Other: _________________
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**What genre does this fall under?**
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- [ ] Pure FPS (shooters, combat-focused)
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- [ ] Hybrid (FPS + puzzle/platformer/other)
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- [ ] Arcade revival (Frogger-inspired with FPS twist)
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- [ ] Something else: _________________
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---
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## 3. Setting & Tone
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**Where does this take place?**
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> *(e.g., neon-lit city at night, surreal dreamscape, realistic military, cartoonish suburban street)*
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**What's the tone?**
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- [ ] Serious/gritty
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- [ ] Lighthearted/fun
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- [ ] Quirky/weird
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- [ ] Retro/nostalgic
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- [ ] Horror-adjacent
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- [ ] Other: _________________
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---
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## 4. Gameplay Loop
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**What does the player DO moment-to-moment?**
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> *(e.g., "Move forward while shooting enemies, dodge traffic, collect items")*
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**What's the primary challenge?**
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- [ ] Reflexes/timing (like Frogger's road crossing)
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- [ ] Combat/aim (FPS gunplay)
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- [ ] Puzzle/logic (figure out how to proceed)
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- [ ] Resource management (ammo, health, etc.)
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- [ ] Combination: _________________
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**Win condition?**
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- [ ] Reach the end/goal
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- [ ] Survive a wave/round
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- [ ] Complete objectives
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- [ ] High score chase
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- [ ] Other: _________________
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---
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## 5. Frogger Inspiration
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*Since this is "Frogger-FPS," how does Frogger influence the design?*
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**Which Frogger elements carry over?** (check all that apply)
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- [ ] Lane-based movement (must stay in lanes)
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- [ ] Forward progression with danger on sides
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- [ ] Timing-based hazards (cars, logs, etc.)
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- [ ] Collectible items (ladies/frogs → ammo, health, keys?)
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- [ ] Level stages (road → river → goal)
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- [ ] Lives system
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- [ ] None — pure FPS inspiration only
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**What's the FPS twist on Frogger?**
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> *(e.g., "Instead of just dodging cars, you shoot them. Or: the 'river' is a gauntlet of enemies you must eliminate.")*
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---
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## 6. Scope & Vision
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**What kind of game do you want this to be?**
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- [ ] **Prototype/vertical slice** — prove the core loop works
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- [ ] **Short experience** — one level, 10-15 min playtime
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- [ ] **Full game** — multiple levels, progression, replayability
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- [ ] **Jam game** — buildable in a weekend
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- [ ] **Learning project** — exploring Godot + C#
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**What's the target platform?**
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- [ ] PC (Windows/Linux/Mac)
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- [ ] Web (HTML5)
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- [ ] Console (Switch, etc.)
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- [ ] Mobile
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- [ ] Not decided yet
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---
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## 7. Technical Preferences
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**Art style direction?**
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- [ ] Low-poly 3D
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- [ ] Pixel art / retro
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- [ ] Stylized/abstract
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- [ ] Realistic
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- [ ] No preference — AI can decide
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- [ ] Other: _________________
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**Any specific mechanics you definitely want?**
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> *(e.g., "Double jump," "grappling hook," "time slow," "weapon switching")*
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**Anything you definitely DON'T want?**
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> *(e.g., "No multiplayer," "no procedural generation," "keep it single-player only")*
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---
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## 8. References & Inspiration
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**Games that capture the vibe you're going for:**
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1. _________________
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2. _________________
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3. _________________
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**Any art/music references?**
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> *(Links, screenshots, or descriptions)*
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---
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## 9. Next Steps
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**What's the first thing you want to build?**
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- [ ] Core movement (WASD + look)
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- [ ] A basic level/arena
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- [ ] One enemy type with AI
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- [ ] Weapon/shooting mechanic
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- [ ] UI/HUD (health, ammo, score)
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- [ ] Something else: _________________
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---
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*Once you fill this out, we'll use it to guide development. Just paste your answers back and we'll get to work.*
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