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Rocket clouds
P1643936 by Mind Map: P1643936

1. THEN HERE

2. THEN HERE

3. THEN HERE

4. START HERE

5. Introduction Screen

5.1. Visuals

5.1.1. Studio logo appears for 5 seconds

5.1.1.1. "Skip Studio Animation"

5.1.1.1.1. In neutral state

5.1.1.1.2. Changes animation when cursor hovers over

5.2. Usability

5.2.1. Logo blends in smoothly with the background colour

5.3. Functionality

5.3.1. Skips the studio animation screen

6. Title Screen

6.1. Visuals

6.1.1. Transition animation when entering Title Screen

6.1.2. Game logo icon appears

6.1.3. "Start Game"

6.1.3.1. In neutral state

6.1.3.2. Animation occurs when cursor hovers over

6.1.3.3. Animation occurs when activated

6.1.4. "Options"

6.1.4.1. In neutral state

6.1.4.2. Animation occurs when cursor hovers over

6.1.4.3. Animation occurs when activated

6.1.5. "Credits"

6.1.5.1. In neutral state

6.1.5.2. Animation occurs when cursor hovers over

6.1.5.3. Animation occurs when activated

6.1.6. Copyright statement appears at the bottom of the screen

6.1.7. Background graphics are present at title screen

6.1.8. Transition animation when leaving the title screen

6.2. Sound

6.2.1. Background music plays during title screen

6.2.2. "Start Game"

6.2.2.1. Sound plays when cursor hovers over

6.2.2.2. Sound plays when activated

6.2.3. "Options"

6.2.3.1. Sound plays when cursor hovers over

6.2.3.2. Sound plays when activated

6.2.4. "Credits"

6.2.4.1. Sound plays when cursor hovers over

6.2.4.2. Sound plays when activated

6.3. Usability

6.3.1. Buttons are clear and visible

6.3.2. Logo is positioned at 1/3 of the screen's 9-grid

6.3.3. Logo occupies at least 1/4 of the screen

6.3.4. Logo has clear contrast from background

6.4. Functionality

6.4.1. Starts the game

6.4.2. Edit game options

6.4.3. View game credits

7. Credit Screen

7.1. Visuals

7.1.1. Transition animation when entering Credits

7.1.2. Displays "Name - Role"

7.1.3. Sources credits display

7.1.4. "Back"

7.1.4.1. In neutral state

7.1.4.2. Animation occurs when cursor hovers over

7.1.4.3. Animation occurs when activated

7.1.5. Background graphics are present at credit screen

7.1.6. Transition animation when leaving credit screen

7.2. Sound

7.2.1. Background Music plays during credit screen

7.2.2. "Back"

7.2.2.1. Sound plays when cursor hovers over

7.2.2.2. Sound plays when cursor activated

7.3. Usability

7.3.1. "Back" button is clear and visible

7.3.2. "Back" button is positioned at either the lower left/right of the screen

7.4. Functionality

7.4.1. Exit game credits

8. Gameplay Screen

8.1. Visuals

8.1.1. Non-diegetic UI

8.1.1.1. HP (Hit Points/Health) bar

8.1.1.1.1. Appears on screen

8.1.1.1.2. Animation occurs when HP is deducted

8.1.1.1.3. Animation occurs when HP is added

8.1.1.2. MP (Magic Points) bar

8.1.1.2.1. Appears on screen

8.1.1.2.2. Animation occurs when MP is deducted

8.1.1.2.3. Animation occurs when MP is added

8.1.1.3. Skill Swap icon appears on screen

8.1.1.4. Score Display appears on screen

8.1.1.5. Money Credits icon appears on screen

8.1.1.6. Collectibles Display appears on screen

8.1.1.7. Animation occurs when collectables are received

8.1.2. Spatial UI

8.1.2.1. Animation occurs to show Damage Dealt numbers

8.1.2.2. Animation occurs to show Damage Received numbers

8.1.2.3. Character emotion icons appear on screen

8.2. Usability

8.2.1. HP Bar

8.2.1.1. Clear and visible on all backgrounds

8.2.1.2. Its height is about 1/5 of the screen

8.2.2. MP Bar

8.2.2.1. Clear and visible on all backgrounds

8.2.2.2. Its width is about 1/3 of screen

8.2.3. Skill Swap icon is clear and visible on all backgrounds

8.2.4. Score Display is clear and visible on all backgrounds

8.2.5. Money Credits icon is clear and visible on all backgrounds

8.2.6. Collectibles Display is clear and visible on all backgrounds

8.2.7. UI

8.2.7.1. UI is positioned at 1/3 of the the screen's 9-grid

8.2.7.2. UI considers user reading order

8.2.8. Damage numbers is clear and visible on all backgrounds

8.3. Functionality

8.3.1. HP Bar increases and deceases with gameplay

8.3.2. MP Bar increases and decreases with gameplay

8.3.3. Skill icons can be switched

8.3.4. Score display updates with gameplay

8.3.5. Money credits display updates with gameplay

8.3.6. Collectibles display updates with gameplay

9. In-Game General

9.1. Design

9.1.1. Level 1 layout

9.1.1.1. Enemies placement

9.1.2. Level 2 layout

9.1.2.1. Enemies placement

9.1.3. Level 3 layout

9.1.3.1. Enemies placement

9.2. Visuals - Ingame

9.2.1. Character asset

9.2.1.1. Start stage animation

9.2.1.2. Idle state animation

9.2.1.3. Walking animation

9.2.1.4. Jumping animation

9.2.1.5. Falling animation

9.2.1.6. Damage animation

9.2.1.7. Dying animation

9.2.1.8. Status effects have animation

9.2.1.9. Attack animation

9.2.1.10. Air attack animation

9.2.1.11. Special damage feedback animation

9.2.1.12. Special walk feedback animation

9.2.1.13. Special attack feedback animation

9.2.1.14. Special fall feedback animation

9.2.1.15. Invincibility animation

9.2.2. Collectibles graphics

9.2.2.1. Attractive collects collectibles special animation

9.2.2.2. Character collects collectibles special animation

9.3. Usability

9.3.1. Character is centralised on the screen

9.3.2. Character is positioned along the lower lines in rules of third

9.3.3. There is sufficient space on the sides for players to see the map

9.3.4. Character invincibility lasts for 3 seconds

9.4. Functionality

9.4.1. Movement and actions correspond to the correct keys

9.4.2. Character hp decreases according to damage taken

9.5. Sound

9.5.1. Background Music plays

9.5.2. Character

9.5.2.1. Attack sound

9.5.2.2. Attack hits enemy sound

9.5.2.3. Collects collectibles sound

9.5.2.4. Heals sound

10. Level 1 - Tutorial

10.1. Visuals - Non diegetic UI

10.1.1. Movement instructions

10.1.2. Movement key icons

10.1.3. Action/Attack instructions and key icons

10.1.4. Objective instructions

10.2. Usability

10.2.1. Movement instructions is clear and visible on all backgrounds

10.2.2. Movement keys are clear and visible on all backgrounds

10.2.3. Action/Attack instructions and key icons are clear and visible on all backgrounds

10.2.4. Objective instructions are clear and visible on all backgrounds

10.2.5. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

10.2.6. 2 types of fonts or less are used

10.3. Design

10.3.1. Level layout

10.3.2. Enemies are placed in the level

10.3.3. Collectibles are placed in the level

10.3.4. Obstacles are placed in the level

10.3.5. Difficulty progresses

10.3.6. Balanced placement

10.3.7. New mechanics introduction

10.3.8. Theme consistency

10.4. Visuals - Game

10.4.1. Enemy asset

10.4.1.1. Idle animation

10.4.1.2. Walk animation

10.4.1.3. Jump animtaion

10.4.1.4. Fall animation

10.4.1.5. Damage animation

10.4.1.6. Dying animation

10.4.1.7. Status effect animation

10.4.1.8. Damage special feedback animation

10.4.1.9. Attack special feedback animation

10.4.2. Obstacle assets

10.4.3. Layer 1 and 2 background graphics

10.4.4. Gameplay level ground and platform graphics

10.5. Sound

10.5.1. Background music plays

10.5.2. Enemy attack sound and enemy hit character sound

10.5.3. Character collects collectibles sound

10.6. Functionality

10.6.1. Background level 1 and 2 scrolling

10.6.2. Gameplay level for ground and platform scroling

10.6.3. Enemy AI movement/attack/action is present

11. Level 2

11.1. Visuals - Non-diegetic UI

11.1.1. New mechanics instruction

11.1.2. Objective instructions

11.2. Usability

11.2.1. New mechanics instructions are clear and visible on all types of backgrounds

11.2.2. Objective instructions are clear and visible on all types of backgrounds

11.2.3. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

11.2.4. 2 types of fonts or less are used

11.3. Design

11.3.1. Theme consistency

11.3.2. New mechanics introduction

11.3.3. Balanced placement

11.3.4. Difficulty progresses

11.3.5. Obstacles are placed in the level

11.3.6. Collectibles are placed in the level

11.3.7. Enemies are placed in the level

11.3.8. Level layout

11.4. Visuals - Game

11.4.1. Enemy asset

11.4.1.1. Idle animation

11.4.1.2. Walk animation

11.4.1.3. Jump animtaion

11.4.1.4. Fall animation

11.4.1.5. Damage animation

11.4.1.6. Dying animation

11.4.1.7. Status effect animation

11.4.1.8. Damage special feedback animation

11.4.1.9. Attack special feedback animation

11.4.2. Obstacle assets

11.4.3. Layer 1 and 2 background graphics

11.4.4. Gameplay level ground and platform graphics

11.5. Sound

11.5.1. Background music plays

11.5.2. Enemy attack sound and enemy hit character sound

11.5.3. Character collects collectibles sound

11.6. Functionality

11.6.1. Background level 1 and 2 scrolling

11.6.2. Gameplay level for ground and platform scroling

11.6.3. Enemy AI movement/attack/action is present

12. Level 3

12.1. Visuals - Non-diegetic UI

12.1.1. Objective instructions

12.1.2. New mechanics instruction

12.2. Usability

12.2.1. 2 types of fonts or less are used

12.2.2. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

12.2.3. Objective instructions are clear and visible on all types of backgrounds

12.2.4. New mechanics instructions are clear and visible on all types of backgrounds

12.3. Design

12.3.1. Theme consistency

12.3.2. New mechanics introduction

12.3.3. Balanced placement

12.3.4. Difficulty progresses

12.3.5. Obstacles are placed in the level

12.3.6. Collectibles are placed in the level

12.3.7. Enemies are placed in the level

12.3.8. Level layout

12.4. Visuals - Game

12.4.1. Enemy asset

12.4.1.1. Idle animation

12.4.1.2. Walk animation

12.4.1.3. Jump animtaion

12.4.1.4. Fall animation

12.4.1.5. Damage animation

12.4.1.6. Dying animation

12.4.1.7. Status effect animation

12.4.1.8. Damage special feedback animation

12.4.1.9. Attack special feedback animation

12.4.2. Obstacle assets

12.4.3. Layer 1 and 2 background graphics

12.4.4. Gameplay level ground and platform graphics

12.5. Sound

12.5.1. Background music plays

12.5.2. Enemy attack sound and enemy hit character sound

12.5.3. Character collects collectibles sound

12.6. Functionality

12.6.1. Background level 1 and 2 scrolling

12.6.2. Gameplay level for ground and platform scroling

12.6.3. Enemy AI movement/attack/action is present

13. Pause Screen

13.1. Visuals - UI

13.1.1. Screen darkens

13.1.2. Pause caption

13.1.3. Instructions to unpause

13.2. Usability

13.2.1. Pause caption is clear and visible

13.2.2. Instructions are clear and visible

13.2.3. Pause caption is positioned at 1/3 of screen, and occupies at least 1/6 of the screen

13.2.4. Caption is clear and visible

13.3. Functionality

13.3.1. Unpause key

14. Gameover Screen

14.1. Visuals

14.1.1. Transition animation to screen

14.1.2. Game over caption

14.1.3. "Restart Level" in neutral/mouse over/hit state

14.1.4. "Back to Title" in neutral/mouse over/hit state

14.1.5. Background graphics

14.1.6. Transition animation when exiting screen

14.2. Sound

14.2.1. Non loop BGM

14.2.2. "Restart Level" mouse over/hit sound effects

14.2.3. "Back to Title" mouse over/hit sound effects

14.3. Usability

14.3.1. Buttons is clear and visible

14.3.2. Game over caption is positioned at rule of thirds, and occupies at least 1/5 of the screen

14.3.3. Caption is clear and visible

14.4. Functionality

14.4.1. Restart level button

14.4.2. Back to title button

15. Victory Screen

15.1. Visuals

15.1.1. Transition to screen animation

15.1.2. Victory caption

15.1.3. "Next Level" in its neutral/mouse over/hit state

15.1.4. Background graphics

15.1.5. Exit screen transition

15.1.6. Score display

15.1.7. Collectibles display

15.2. Sound

15.2.1. Background music plays

15.2.2. "Next Level" mouse over/hit sound effects

15.3. Usability

15.3.1. Buttons is clear and visible

15.3.2. Victory caption is positioned at rule of thirds, and occupies at least 1/5 of the screen

15.3.3. Caption is clear and visible

15.3.4. Score display is clear and visible on all backgrounds

15.3.5. Collectibles display and icon contrast from background

15.4. Functionality

15.4.1. Restart level

15.4.2. Back to title

16. Read my mindmap in a clockwise fashion