3.6 KiB
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?
- Retro/arcade feel (high score chasing, simple mechanics)
- Narrative-driven (story, characters, world)
- Mechanic-first (unique twist on a genre)
- Atmosphere/mood (immersive, experimental)
- Other: _________________
What genre does this fall under?
- 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
- Lighthearted/fun
- 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)
- Combat/aim (FPS gunplay)
- Puzzle/logic (figure out how to proceed)
- Resource management (ammo, health, etc.)
- Combination: _________________
Win condition?
- 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
- Full game — multiple levels, progression, replayability
- Jam game — buildable in a weekend
- Learning project — exploring Godot + C#
What's the target platform?
- PC (Windows/Linux/Mac)
- Web (HTML5)
- Console (Switch, etc.)
- Mobile
- Not decided yet
6. Technical Preferences
Art style direction?
- Low-poly 3D
- 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:
- Sulfur
- Rogue
- Brotato
8. Next Steps
What's the first thing you want to build?
- Core movement (WASD + look)
- A basic level/arena
- One enemy type with AI
- Weapon/shooting mechanic
- UI/HUD (health, ammo, score)
- Something else: _________________