1. INGAME GENERAL
1.1. Level design
1.1.1. Level 1
1.1.1.1. Level 1 layout
1.1.1.2. level 1 enemies placement
1.1.2. level 2
1.1.2.1. Level 2 layout
1.1.2.2. level 2 enemies placement
1.1.3. level 3
1.1.3.1. level 3 layout
1.1.3.2. level 3 enemies placement
1.2. Usability & Functionality check for ingame general array
1.2.1. Character asset array
1.2.1.1. Start stage animation
1.2.1.2. Idle state + animation
1.2.1.3. walk state + animation
1.2.1.4. Jump state + animation
1.2.1.5. fall state + animation
1.2.1.6. damage state + animation
1.2.1.7. dying state + animation
1.2.1.8. status effect state(s) + animations(s)
1.2.1.9. attack state(s) + animations(s)
1.2.1.10. air state(s) + animations(s)
1.2.1.11. damage special fx feedback animation
1.2.1.12. walk special fx feedback animation
1.2.1.13. attack special fx feedback animation
1.2.1.14. fall special fx feedback animation
1.2.1.15. invincibility animation
1.2.2. Collectables graphics
1.2.3. collectables state special fx animation ( Attractive)
1.2.4. character collects collectables special fx animation
1.2.5. Character is centralised in the middle column and position along the lower line in rules of third
1.2.6. there is sufficient space on the sides for player to see enemies/obstacles
1.2.7. character invinciblility last 3 seconds
1.2.8. movement and action correspond to correct keys
1.2.9. character hp decreases according to damage figure when hit
1.3. Sound
1.3.1. BGM
1.3.2. Character sound array
1.3.2.1. attack sound fx
1.3.2.2. attack hit enemy sound fx
1.3.2.3. collects collectables sound fx
1.3.2.4. heals sound fx
2. Level 1
2.1. Level 1 non diegetic UI array
2.1.1. movement instructions
2.1.2. movement keys icons
2.1.3. action/attack instructions
2.1.4. action/attack keys icons
2.1.5. objectives instructions
2.2. Usability & Functionality check for level 1 array
2.2.1. movement instructions contrasts from all types of background
2.2.2. movement keys icons contrasts from all types of background
2.2.3. action/attack instructions contrasts from all types of background
2.2.4. action/attack keys icons contrasts from all types of background
2.2.5. objectives instructions contrasts from all type of background
2.2.6. instruction are positioned to capture attention of player and not obstruct gameplay
2.2.7. only two types of fonts are used or less
2.2.8. background layer 1 and 2 scrolling
2.2.9. gameplay level - ground and plaform scrolling
2.2.10. enemy A.I movement, attack and action is present
2.3. Level 1 Design
2.3.1. load level layout and enemies placement in level
2.3.2. collectables placement in level
2.3.3. obsacles placement
2.3.4. progressive difficulty
2.3.5. placement balance
2.3.6. introduction on new mechanics
2.3.7. theme consistency
2.4. Sound
2.4.1. BGM
2.4.2. Enemy attack sound fx
2.4.3. enemy attack hit character sound fx
2.4.4. character collects collectables sound fx
2.5. Visuals
2.5.1. Enemy asset(s) array
2.5.1.1. jump state + animation
2.5.1.2. walk state + animation
2.5.1.3. jump state + animation
2.5.1.4. fall state + animation
2.5.1.5. damage state + animation
2.5.1.6. dying state + animation
2.5.1.7. status effect state(s) + animations)
2.5.1.8. damage special fx feedback animation
2.5.1.9. attack special fx feedback animation
2.5.2. obstacles assets
2.5.3. background layer 1 and 2 graphics
2.5.4. gameplay level - platform graphics and ground graphics
3. Level 3
3.1. level 2 non-diegetic UI array
3.1.1. new mechanics instructions
3.1.2. Objectives instructions
3.2. Usability & Functionality check for level 2 array
3.2.1. new mechancis instructions contrasts from all types of background
3.2.2. objectives instructions contrasts from all types of background
3.2.3. instructions are positioned to capture attention of player
3.2.4. instructions are positioned to net obstruct gameplay
3.2.5. 2 types of fonts or less are used
3.2.6. background layer 1 and 2 scrolling
3.2.7. gameplay level - ground and platform scrolling
3.2.8. Enemy A.I movement, attack and action is present
3.3. Level 2 Design
3.3.1. load level layout and enemies placement in level
3.3.2. collectables placement in level
3.3.3. obsacles placement
3.3.4. progressive difficulty
3.3.5. placement balance
3.3.6. introduction on mechanics extension
3.3.7. theme consistency
3.4. Sound
3.4.1. BGM
3.4.2. Enemy attack sound fx
3.4.3. enemy attack hit character sound fx
3.4.4. character collects collectables sound fx
3.5. Visuals
3.5.1. Enemy asset(s) array
3.5.1.1. jump state + animation
3.5.1.2. walk state + animation
3.5.1.3. jump state + animation
3.5.1.4. fall state + animation
3.5.1.5. damage state + animation
3.5.1.6. dying state + animation
3.5.1.7. status effect state(s) + animations)
3.5.1.8. damage special fx feedback animation
3.5.1.9. attack special fx feedback animation
3.5.2. obstacles assets
3.5.3. background layer 1 and 2 graphics
3.5.4. gameplay level - platform graphics and ground graphics
4. Level 2
4.1. level 2 non-diegetic UI array
4.1.1. new mechanics instructions
4.1.2. Objectives instructions
4.2. Usability & Functionality check for level 2 array
4.2.1. new mechancis instructions contrasts from all types of background
4.2.2. objectives instructions contrasts from all types of background
4.2.3. instructions are positioned to capture attention of player
4.2.4. instructions are positioned to net obstruct gameplay
4.2.5. 2 types of fonts or less are used
4.2.6. background layer 1 and 2 scrolling
4.2.7. gameplay level - ground and platform scrolling
4.2.8. Enemy A.I movement, attack and action is present
4.3. Level 2 Design
4.3.1. load level layout and enemies placement in level
4.3.2. collectables placement in level
4.3.3. obsacles placement
4.3.4. progressive difficulty
4.3.5. placement balance
4.3.6. introduction on new mechanics/ mechanics extension
4.3.7. theme consistency
4.4. Sound
4.4.1. BGM
4.4.2. Enemy attack sound fx
4.4.3. enemy attack hit character sound fx
4.4.4. character collects collectables sound fx
4.5. Visuals
4.5.1. Enemy asset(s) array
4.5.1.1. jump state + animation
4.5.1.2. walk state + animation
4.5.1.3. jump state + animation
4.5.1.4. fall state + animation
4.5.1.5. damage state + animation
4.5.1.6. dying state + animation
4.5.1.7. status effect state(s) + animations)
4.5.1.8. damage special fx feedback animation
4.5.1.9. attack special fx feedback animation
4.5.2. obstacles assets
4.5.3. background layer 1 and 2 graphics
4.5.4. gameplay level - platform graphics and ground graphics
5. Introduction Screen
5.1. Skip Button Array
5.1.1. If Skip button is display = true
5.1.1.1. Play neutral state skip animation
5.1.2. If mouse hover over skip button = true
5.1.2.1. Play mouse over state skip animation
5.1.3. If mouse hover over skip button = false
5.1.3.1. Play neutral state skip animation
5.2. If Game start = true
5.2.1. Play studio logo animation
5.2.2. Display Skip button
5.3. If skip button is press = true
5.3.1. Go to title screen
5.4. Else
5.5. If studio logo animation is played more then 5 sec = true
5.5.1. Go to title Screen
5.6. Usability & Functionality check for introduction screen array
5.6.1. Logo contrasts with the background
5.6.2. Skip button must be working
6. Title screen
6.1. If title screen = true
6.1.1. play title screen transition animation
6.2. if title screen transition animation is exit = true
6.2.1. Sound
6.2.1.1. Play BGM
6.2.2. Ui Objects array
6.2.2.1. Display game logo graphics
6.2.2.2. Display copyright statement
6.2.2.3. Display background graphics
6.2.3. Title Buttons array
6.2.3.1. Display start game button
6.2.3.1.1. Start game button array
6.2.3.2. Display option button
6.2.3.2.1. options button array
6.2.3.3. Display credit button
6.2.3.3.1. Credit button array
6.2.4. Usability & Functionality check for Title screen array
6.2.4.1. Buttons must be seen clearly
6.2.4.2. Logo must be positioned at point of focus (Rules Of Third)
6.2.4.3. Logo size occupies at least 1/4 of the screen
6.2.4.4. Logo contrasts from the background
6.2.4.5. Button test check
6.2.4.5.1. Start game button must be working
6.2.4.5.2. Options button must be working
6.2.4.5.3. Credit button must be working
7. Gameplay Screen
7.1. Spatrial UI Array
7.1.1. Play character damage number display + animation
7.1.2. Play enemy damage number display + animation
7.1.3. Play character emotions icons
7.2. Non-diegetic UI Array
7.2.1. HP Bar/icons
7.2.1.1. HP Bar/icons decrease feedback animation
7.2.1.2. HP Bar/icons increase feedback animation
7.2.2. SKILL/MP Bar
7.2.2.1. SKILL/MP Bar decrease feedback animation
7.2.2.2. SKILL/MP Bar increase feedback animation
7.2.3. switch skill icons
7.2.4. score display
7.2.5. money credits display + icon
7.2.6. collectables display + icon
7.2.6.1. Obtain collectables feedback animation
7.3. If game level is loaded = true
7.3.1. Display (0-5) Non-diegetic UI Array
7.4. Usability & Functionality check for Gameplay screen array
7.4.1. HP Bar/icons And SKILL/MP bar Array
7.4.1.1. Hp bar/icons contrast from all types of background
7.4.1.2. SKILL/MP bar contrast from all types of background
7.4.1.3. HP bar/icons + SKILL/MP bar height is about 1/5 of the screen
7.4.1.4. HP bar/icons + SKILL/MP bar width is about 1/3 of the screen
7.4.1.5. HP bar/icon will increase/decrease with gameplay
7.4.1.6. SKILL/MP bar will increase/decrease with gameplay
7.4.2. Switch skill icons contrast from all types of different background
7.4.2.1. Skill icons can be switched/toggled
7.4.3. Score display contrast from all types of background
7.4.3.1. score display updates with gameplay
7.4.4. money credits display + icon contrast from all types of background
7.4.4.1. money credits display updates with gameplay
7.4.5. collectables display + icon contrast from all types of background
7.4.5.1. collectables display updates with gameplay
7.4.6. UI display layout with reference to rules of third/golden ratio
7.4.7. UI display layout with consideration user reading order
7.4.8. Damage number display contrasts from all different types of background
8. Pause screen
8.1. Usability & Functionality check for Pause screen array
8.1.1. pause caption and instructions can be seen clearly
8.1.2. pause captions is positioned at point pf fpcis ( rules of third) and it's size occupies at least 1/6 of the screen
8.1.3. caption contrasts from background
8.1.4. unpause key is working
8.2. Visual
8.2.1. darken screen
8.2.2. pause caption
8.2.3. instructions to unpause
9. GameOver Screen
9.1. Visual
9.1.1. if gameover screen is loaded = true
9.1.1.1. transition to screen animation
9.1.1.2. background graphics
9.1.1.3. game over caption
9.1.2. Restart level button Array
9.1.2.1. neutral state animation
9.1.2.2. mouse over state animation
9.1.2.3. hit state + animation
9.1.3. Back to title button Array
9.1.3.1. neutral state animation (If applicable)
9.1.3.2. mouse over state animation (If applicable)
9.1.3.3. hit state + animation (If applicable)
9.1.4. if exiting Gameover screen = true
9.1.4.1. play exit screen transition animation
9.2. Sound
9.2.1. BGM (non-loop)
9.2.2. restart level fx
9.2.3. enemy attack hit character sound fx
9.2.4. character collects collectables sound fx
9.2.5. Back to title button sound Array
9.2.5.1. hit sound fx (If applicable)
9.2.5.2. mouse over sound fx (If applicable)
9.2.6. restart level button sound Array
9.2.6.1. hit sound fx
9.2.6.2. mouse over sound fx
9.3. Usability & Functionality check for Gameover screen array
9.3.1. Buttons can be seen clearly
9.3.2. Game over captions is positioned at point pf fpcis ( rules of third) and it's size occupies at least 1/5 of the screen
9.3.3. caption contrasts from background
9.3.4. restart level button is working
9.3.5. back to title button is working
10. victory Screen
10.1. Visual
10.1.1. if victory screen is loaded = true
10.1.1.1. transition to screen animation
10.1.1.2. Score display if applicable)
10.1.1.3. victory caption
10.1.1.4. background graphics
10.1.1.5. collectables display + icon (if applicable)
10.1.2. next level button Array
10.1.2.1. neutral state animation
10.1.2.2. mouse over state animation
10.1.2.3. hit state + animation
10.1.3. if victory screen is being exited = true
10.1.3.1. exit screen transition animation
10.2. Sound
10.2.1. BGM
10.2.2. next level button sound Array
10.2.2.1. hit sound fx
10.2.2.2. mouse over sound fx
10.3. Usability & Functionality check for victory screen array
10.3.1. Buttons can be seen clearly
10.3.2. victory captions is positioned at point pf fpcis ( rules of third) and it's size occupies at least 1/5 of the screen
10.3.3. caption contrasts from background
10.3.4. score display contrast from background (if applicable)
10.3.5. collectables display + icon contrast from background ( if applicable)
10.3.6. Restart level button is working
10.3.7. back to title button is working