Files
Frogger-FPS/QUESTIONNAIRE.md
2026-07-28 13:50:05 +07:00

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:

  1. Sulfur
  2. Rogue
  3. 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: _________________