# FrogFPS — Game Design Questionnaire *Fill this out to help define the vision for Frogger-FPS. Answer what you can — we'll iterate.* --- ## 1. The Elevator Pitch **In one sentence, what is this game?** > *(e.g., "A first-person frog who navigates a dangerous road and river in a retro-inspired FPS.")* A first person FPS game that highly customizable where almost all stats is open to changing with mechnacis changes stats. So every item or power is a modifier to everything. It isn't frogger the video game but a rogue-lite dungeon explorer that an FPS that you shoot spirits of different types of frogs (two 2D sprites). --- ## 2. Core Concept **What's the hook? What makes this interesting or different?** - [X] Retro/arcade feel (high score chasing, simple mechanics) - [ ] Narrative-driven (story, characters, world) - [X] Mechanic-first (unique twist on a genre) - [ ] Atmosphere/mood (immersive, experimental) - [ ] Other: _________________ **What genre does this fall under?** - [X] Pure FPS (shooters, combat-focused) - [ ] Hybrid (FPS + puzzle/platformer/other) - [ ] Arcade revival (Frogger-inspired with FPS twist) - [ ] Something else: _________________ --- ## 3. Setting & Tone **Where does this take place?** > *(e.g., neon-lit city at night, surreal dreamscape, realistic military, cartoonish suburban street)* **What's the tone?** - [ ] Serious/gritty - [X] Lighthearted/fun - [X] Quirky/weird - [ ] Retro/nostalgic - [ ] Horror-adjacent - [ ] Other: _________________ --- ## 4. Gameplay Loop **What does the player DO moment-to-moment?** > *(e.g., "Move forward while shooting enemies, dodge traffic, collect items")* **What's the primary challenge?** - [ ] Reflexes/timing (like Frogger's road crossing) - [X] Combat/aim (FPS gunplay) - [ ] Puzzle/logic (figure out how to proceed) - [X] Resource management (ammo, health, etc.) - [ ] Combination: _________________ **Win condition?** - [X] Reach the end/goal - [ ] Survive a wave/round - [ ] Complete objectives - [ ] High score chase - [ ] Other: _________________ --- ## 5. Scope & Vision **What kind of game do you want this to be?** - [ ] **Prototype/vertical slice** — prove the core loop works - [ ] **Short experience** — one level, 10-15 min playtime - [X] **Full game** — multiple levels, progression, replayability - [X] **Jam game** — buildable in a weekend - [X] **Learning project** — exploring Godot + C# **What's the target platform?** - [X] PC (**Windows**/Linux/Mac) - [X] Web (HTML5) - [ ] Console (Switch, etc.) - [ ] Mobile - [ ] Not decided yet --- ## 6. Technical Preferences **Art style direction?** - [ ] Low-poly 3D - [X] Pixel art / retro - [ ] Stylized/abstract - [ ] Realistic - [ ] No preference — AI can decide - [ ] Other: _________________ **Any specific mechanics you definitely want?** > *(e.g., "Double jump," "grappling hook," "time slow," "weapon switching")* 2 weapons, basic melee, resource management and limit inventory, curse + boon system, actual projectiles (no ray scans weapons), procedural generation rooms (selecting hand-made rooms to put together) **Anything you definitely DON'T want?** > *(e.g., "No multiplayer," "no procedural generation," "keep it single-player only")* Single player --- ## 7. References & Inspiration **Games that capture the vibe you're going for:** 1. Sulfur 2. Rogue 3. Brotato --- ## 8. Next Steps **What's the first thing you want to build?** - [X] Core movement (WASD + look) - [ ] A basic level/arena - [ ] One enemy type with AI - [ ] Weapon/shooting mechanic - [ ] UI/HUD (health, ammo, score) - [ ] Something else: _________________ ---