1. Level one- tutorial
1.1. Visuals
1.1.1. Non-diegetic UI
1.1.1.1. movement instructions
1.1.1.2. movement keys icons
1.1.1.3. action/attack instructions
1.1.1.4. action/attack keys icons
1.1.1.5. objectives instructions
1.1.2. Game
1.1.2.1. enemy asset(s)
1.1.2.1.1. idle + walk + jump + fall + damage + dying + status effect
1.1.2.1.2. damage special fx feedback animation
1.1.2.2. character asset
1.1.2.2.1. attack special fx feedback animation
1.1.2.3. obstacles asset
1.1.2.4. background layer 1 graphics
1.1.2.5. background layer 2 graphics
1.1.2.6. gameplay level
1.1.2.6.1. ground graphics
1.1.2.6.2. platform graphics
1.2. Sound
1.2.1. BGM
1.2.2. enemy attack sound fx
1.2.3. enemy attack hit character sound fx
1.2.4. character collects collectables sound fx
1.3. Functionality
1.3.1. background layer 1 scrolling
1.3.2. background level 2 scrolling
1.3.3. gameplay level
1.3.3.1. ground scrolling
1.3.3.2. platform scrolling
1.3.4. enemy A.I. movement is present
1.3.5. enemy A.I. attack is present
1.3.6. enemy A.I. action is present
1.4. Usability
1.4.1. movement instructions + movement keys + action/attack instructions + action/attack keys icons + objective instructions
1.4.1.1. contrasts from all types of background
1.4.2. instructions are positioned to capture attention of player
1.4.3. instructions are positioned to not obstruct gameplay
1.4.4. 2 types of fonts or less are used
1.5. Design
1.5.1. level layout
1.5.2. enemies placement in level
1.5.3. collectables placement in level
1.5.4. obstacles placement
1.5.5. progressive difficulty
1.5.6. placement balance
1.5.7. introduction on new mechanics
1.5.8. theme consistency
2. Introduction screen
2.1. Visual
2.1.1. studio logo animation last for 5 seconds
2.1.1.1. title screen appears after 5 seconds
2.1.2. skip studio animation button
2.1.2.1. neutral state
2.1.2.2. mouse over state
2.2. Usability
2.2.1. logo contrast well with background
2.3. Functionality
2.3.1. skip studio animation button
3. Title screen
3.1. Visual
3.1.1. enter screen transition animation
3.1.2. game logo graphics
3.1.3. start game button
3.1.3.1. neutral state
3.1.3.2. mouse over state
3.1.3.3. hit state + animation
3.1.4. options button
3.1.4.1. neutral state
3.1.4.2. mouse over state
3.1.4.3. hit state + animation
3.1.5. credits button
3.1.5.1. neutral state
3.1.5.2. mouse over state
3.1.5.3. hit state + animation
3.1.6. copyright statement
3.1.7. background graphics
3.1.8. exit screen transition animation
3.2. Sound
3.2.1. BGM
3.2.2. start game button
3.2.2.1. mouse over sound fx
3.2.2.2. hit sound fx
3.2.3. options button
3.2.3.1. mouse over sound fx
3.2.3.2. hit sound fx
3.2.4. credits button
3.2.4.1. mouse over sound fx
3.2.4.2. hit sound fx
3.3. Usability
3.3.1. buttons can be clearly seen
3.3.2. Logo is positioned at point of focus (rules of third)
3.3.3. Logo size occupies at least 1/4 of screen
3.3.4. Logo contrasts from background
3.4. Functionality
3.4.1. start game button
3.4.1.1. gameplay screen appears when clicked
3.4.2. options button
3.4.2.1. options screen appears when clicked
3.4.3. credits button
3.4.3.1. credits screen appears when clicked
4. Credit screen
4.1. Visuals
4.1.1. enter screen transition animation
4.1.2. names and roles display
4.1.3. source credit display
4.1.4. back button
4.1.4.1. neutral state
4.1.4.2. mouse over state
4.1.4.3. hit state + animation
4.1.5. background graphics
4.1.6. exit screen transition animation
4.2. Sound
4.2.1. BGM
4.2.2. back button
4.2.2.1. mouse over sound fx
4.2.2.2. hit sound fx
4.3. Usaability
4.3.1. back button can be clearly seen
4.3.2. back button position at lower right/ lower left of screen
4.4. Functionality
4.4.1. back button
4.4.1.1. go back to title screen when clicked
5. Game play screen
5.1. Visual
5.1.1. Non-diegetic UI
5.1.1.1. HP bars/icons
5.1.1.1.1. decrease feedback animation
5.1.1.1.2. increase feedback animation
5.1.1.2. SKILL/MP bar
5.1.1.2.1. decrease feedback animation
5.1.1.2.2. increase feedback animation
5.1.1.3. switch skill icons
5.1.1.4. score display
5.1.1.5. money credits display + icon
5.1.1.6. collectables display + icon
5.1.1.7. obtain collectables feedback animation
5.1.2. Spatial UI
5.1.2.1. character damage number display + animation
5.1.2.2. enemy damage number display + animation
5.1.3. character emotions icons
5.2. Usability
5.2.1. HP bar/ icons + SKILL/ MP bar
5.2.1.1. contrast from all types of background
5.2.1.2. height is about 1/5 of screen
5.2.1.3. width is about 1/3 of screen
5.2.2. switch skill icons + score display + money credits display and icons + collectables display and icons + damage number display
5.2.2.1. contrast from all types of background
5.2.3. UI is layout with reference to rules of third/ golden ratio + consideration user reading order
5.3. Functionality
5.3.1. HP bar/ icons + SKILL/ MP bar
5.3.1.1. increase/ decrease with gameplay
5.3.2. skill icons can be switched/ toggled
5.3.3. score display + money credits display + collectables display
5.3.3.1. updates with gameplay
5.4. In-game general
5.4.1. Design
5.4.1.1. level 1 + level 2 + level 3
5.4.1.1.1. layout
5.4.1.1.2. enemies placement
5.4.2. Visual
5.4.2.1. character asset
5.4.2.1.1. start stage animation
5.4.2.1.2. idle + walk + jump + fall + damage + dying + status effect + attack + air attack
5.4.2.1.3. damage + walk + attack + fall
5.4.2.1.4. invincibility animation
5.4.2.2. collectables graphics
5.4.2.3. collectables state special fx animation (attractive)
5.4.2.4. character collects collectables special fx animation
5.4.3. Usability
5.4.3.1. character is centralised in the middle column
5.4.3.2. character is position along the lower line in rules of third
5.4.3.3. sufficient space on the sides for players to see enemies/ obstacles
5.4.3.4. character invincibility last 3 secs
5.4.4. Functionality
5.4.4.1. movement and action correspond to correct keys
5.4.4.2. character hp decreases according to damage figure when hit
5.4.5. Sound
5.4.5.1. BGM
5.4.5.2. character
5.4.5.2.1. attack sound fx
5.4.5.2.2. attack hit enemy sound fx
5.4.5.2.3. collects collectables sound fx
5.4.5.2.4. heals sound fx
6. Level two
6.1. Visuals
6.1.1. Non-diegetic UI
6.1.1.1. new mechanics instructions
6.1.1.2. objectives instructions
6.1.2. Game
6.1.2.1. enemy asset(s)
6.1.2.1.1. idle + walk + jump + fall + damage + dying + status effect
6.1.2.1.2. damage special fx feedback animation
6.1.2.2. character asset
6.1.2.2.1. attack special fx feedback animation
6.1.2.3. obstacles assets
6.1.2.4. background layer 1 graphics
6.1.2.5. background layer 2 graphics
6.1.2.6. gameplay level
6.1.2.6.1. ground graphics
6.1.2.6.2. platform graphics
6.2. Usability
6.2.1. new mechanics instructions + objectives instructions
6.2.1.1. contrasts from all types of background
6.2.2. instructions are positioned to capture attention of player
6.2.3. instructions are positioned to not obstruct gameplay
6.2.4. 2 types of fonts or less are used
6.3. Design
6.3.1. level layout
6.3.2. enemies placement in level
6.3.3. collectables placement in level
6.3.4. obstacles placement
6.3.5. placement balance
6.3.6. introduction on mechanics extension/ new mechanics
6.3.7. progressive difficulty
6.3.8. theme consistency
6.4. Sound
6.4.1. BGM
6.4.2. enemy attack sound fx
6.4.3. enemy attack hit character sound fx
6.4.4. character collects collectables sound fx
6.5. Functionality
6.5.1. background layer 1 scrolling
6.5.2. background layer 2 scrolling
6.5.3. gameplay level
6.5.3.1. ground scrolling
6.5.3.2. platform scrolling
6.5.4. enemy A.I. movement is present
6.5.5. enemy A.I. attack is present
6.5.6. enemy A.I. action is present
7. Level three
7.1. Visuals
7.1.1. Non-diegetic UI
7.1.1.1. new mechanics instructions
7.1.1.2. objectives instructions
7.1.2. Game
7.1.2.1. enemy asset(s)
7.1.2.1.1. idle + walk + jump + fall + damage + dying + status effect
7.1.2.1.2. damage special fx feedback animation
7.1.2.2. character asset
7.1.2.2.1. attack special fx feedback animation
7.1.2.3. obstacles assets
7.1.2.4. background layer 1 graphics
7.1.2.5. background layer 2 graphics
7.1.2.6. background layer 1 scrolling
7.1.2.7. background layer 2 scrolling
7.1.2.8. gameplay level
7.1.2.8.1. ground graphics
7.1.2.8.2. platform graphics
7.2. Usability
7.2.1. new mechanics instructions + objectives instructions
7.2.1.1. contrasts from all types of background
7.2.2. instructions are positioned to capture attention of player
7.2.3. instructions are positioned to not obstruct gameplay
7.2.4. 2 types of fonts or less are used
7.3. Design
7.3.1. level layout
7.3.2. enemies placement in level
7.3.3. collectables placement in level
7.3.4. obstacles placement
7.3.5. progressive difficulty
7.3.6. placement balance
7.3.7. introduction on mechanics extension
7.3.8. theme consistency
7.4. Sound
7.4.1. BGM
7.4.2. enemy attack sound fx
7.4.3. enemy attack hit character sound fx
7.4.4. character collects collectables sound fx
7.5. Functionality
7.5.1. background layer 1 scrolling
7.5.2. background layer 2 scrolling
7.5.3. gameplay level
7.5.3.1. ground scrolling
7.5.3.2. platform scrolling
7.5.4. enemy A.I. movement is present
7.5.5. enemy A.I. attack is present
7.5.6. enemy A.I. action is present
8. pause screen
8.1. Visuals
8.1.1. UI
8.1.1.1. darker screen
8.1.1.2. pause caption
8.1.1.3. instructions to unpause
8.2. Usabilty
8.2.1. pause caption can be clearly seen
8.2.2. instructions can be clearly seen
8.2.3. pause caption is positioned at point of focus (rules of third)
8.2.4. pause caption size occupies at least 1/6 of screen
8.2.5. caption contrasts from background
8.3. Functionality
8.3.1. unpause key
9. Gameover screen
9.1. Visuals
9.1.1. transition to screen animation
9.1.2. game over caption
9.1.3. restart level button
9.1.3.1. neutral state
9.1.3.2. mouse over state
9.1.3.3. hit state + animation
9.1.4. back to title button
9.1.4.1. neutral state
9.1.4.2. mouse over state
9.1.4.3. hit state + animation
9.1.5. background graphics
9.1.6. exit screen transition animation
9.2. Sound
9.2.1. BGM ( non loop)
9.2.2. restart level button
9.2.2.1. mouse over sound fx
9.2.2.2. hit sound fx
9.2.3. back to title button
9.2.3.1. mouse over sound fix
9.2.3.2. hit sound fix
9.3. Usability
9.3.1. buttons can be clearly seen
9.3.2. game over caption is positioned at point of focus (rules of third)
9.3.3. gameover caption size occupies at least 1/5 of screen
9.3.4. caption contrasts from background
9.4. Functionality
9.4.1. restart level button
9.4.1.1. go back to the starting point of the level that character died onm
9.4.2. back to title button
9.4.2.1. title screen appears when clicked
10. Victory screen
10.1. Visuals
10.1.1. transition to screen animation
10.1.2. victory caption
10.1.3. next level button
10.1.3.1. neutral state
10.1.3.2. mouse over state
10.1.3.3. hit state + animation
10.1.4. background graphics
10.1.5. exit screen transition animation
10.1.6. score display
10.1.7. collectables display + icon
10.2. Sound
10.2.1. BGM
10.2.2. next level button
10.2.2.1. mouse over sound fx
10.2.2.2. hit sound fx
10.3. Usability
10.3.1. buttons can be clearly seen
10.3.2. victory caption is positioned at point of focus (rules of third)
10.3.3. victory caption size occupies at least 1/5 of screen
10.3.4. caption + score display + collectables display and icon
10.3.4.1. contrast from background
10.3.5. score display contrast from background
10.4. Functionality
10.4.1. restart level button
10.4.2. back to title button
10.4.3. next level button