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P1503591 by Mind Map: P1503591

1. In-Game General

1.1. Design

1.1.1. Level 1 layout

1.1.2. Level 2 layout

1.1.3. Level 3 layout

1.1.4. Level 1 enemies placement

1.1.5. Level 2 enemies placement

1.1.6. Level 3 enemies placement

1.2. inVisuals ingame

1.2.1. Character asset

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) + animation(s)

1.2.1.9. attack state(s) + animation(s)

1.2.1.10. air attack state(s) + animation(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

1.3. Usabilitty

1.3.1. Character is centralised in the middle column

1.3.2. character is positioned along lower line in rules of third

1.3.3. there is sufficient space on the sides for players to see enemies/obstacles

1.3.4. character invincibility last 3 secs

1.4. Functionality

1.4.1. movement and action correspond to correct keys

1.4.2. character hp decreases according to damage figure when hit

1.5. Sound

1.5.1. BGM

1.5.2. Character attack sound fx

1.5.3. Character attack hit enemy sound fx

1.5.4. Character collects collectables sound fx

1.5.5. Character heals sound fx

2. TITLE SCREEN

2.1. Visuals

2.1.1. enter screen transition animation

2.1.2. game logo graphics

2.1.3. start game button

2.1.3.1. Neutral state

2.1.3.2. Mouse over state

2.1.4. Options Button

2.1.4.1. Neutral state

2.1.4.2. Mouse over state

2.1.4.3. Hit state + animation

2.1.5. Credits Button

2.1.5.1. Neutral state

2.1.5.2. mouse over state

2.1.5.3. Hit state + animation

2.1.6. Copyright statement

2.1.7. Background graphics

2.1.8. exit screen transition animation

2.2. Sound

2.2.1. Background Music (BGM)

2.2.2. start game button

2.2.3. options button

2.2.4. credits button

2.3. Usability

2.3.1. buttons can be clearly seen

2.3.2. logo is positioned at point of focus

2.3.3. logo size occupies at least 1/4 of screen

2.3.4. Logo contrats from background

2.4. Functionality

2.4.1. start game button

2.4.2. options button

2.4.3. credits button

3. CREDIT SCREEN

3.1. Visuals

3.1.1. enter screen transition animation

3.1.2. names and roles display

3.1.3. source credit display

3.1.4. back button

3.1.4.1. neutral state

3.1.4.2. mouse over state

3.1.4.3. hit state + animation

3.1.5. background graphics

3.1.6. exit screen transition animation

3.2. Sound

3.2.1. BGM

3.2.2. Back button

3.2.2.1. Mouse over sound fx

3.2.2.2. hit sound fx

3.3. Usability

3.3.1. back button can be clearly seen

3.3.2. back button position at lower right/ lower left of screen

3.4. Funtionality

3.4.1. back button

4. GAMEPLAY SCREEN

4.1. Visuals (Non-diegetic UI)

4.1.1. HP bar

4.1.1.1. Icons

4.1.1.2. icons decrease feedback animation

4.1.1.3. Icons increase feedback animation

4.1.2. SKILL / MP bar

4.1.2.1. decrease feedback animation

4.1.2.2. increase feedback animation

4.1.3. switch skills icon

4.1.4. score display

4.1.5. money credits display + icon

4.1.6. collectables display + icon

4.1.7. obtain collectables feedback animation

4.2. Visuals (Spatial UI)

4.2.1. Character damage number display + animation

4.2.2. Enemy damage number display + animation

4.2.3. Character emotions icons

4.3. Usability

4.3.1. HP bar/icons contrast from all types of background

4.3.2. SKILL/MP bar contrast from all types of background

4.3.3. HP bar/Icons + SKILL/ MP bar height is about 1/5 of screen

4.3.4. HP bar/Icons + SKILL/ MP bar width is about 1/3 of screen

4.3.5. switch skill icons contrast from all types of background

4.3.6. score display contrast from all types of background

4.3.7. money credits display + icons contrast from all types of background

4.3.8. collectables display + icons contrast from all types of background

4.3.9. UI is layout with reference to rules of third/golden ratio

4.3.10. UI is layout with consideration user reading order

4.3.11. damage number display contrasts from all types of background

4.4. Functionality

4.4.1. HP bar/ Icon will increase/decrease with gameplay

4.4.2. SKILL/ MP bar will increase/ decrease with gameplay

4.4.3. skill icons can be switched/toggled

4.4.4. score display updates with gameplay

4.4.5. money credits display with gameplay

4.4.6. collectables credits display with gameplay

5. LEVEL 1 - TUTORIAL

5.1. Visuals - Non-diegetic UI

5.1.1. movement insructions

5.1.2. movement keys icons

5.1.3. action/ attack instructions

5.1.4. action/attack keys icons

5.1.5. objectives instructions

5.2. Usability

5.2.1. movement instructions contrasts from all types of background

5.2.2. movement keys icons contrast from all types of background

5.2.3. action/attack instructions contrast from all types of background

5.2.4. action/attack keys icons contrast from all types of background

5.2.5. objectives instructions contrast from all types of background

5.2.6. instructions are positioned to capture attention of player

5.2.7. instructions are positioned to not obstruct gameplay

5.2.8. 2 types of fonts or less are used

5.3. Design

5.3.1. level layout

5.3.2. enemies placement in level

5.3.3. collectables placement in level

5.3.4. obstacles placement

5.3.5. progressive difficulty

5.3.6. placement balance

5.3.7. introduction on new mechanics

5.3.8. theme consistency

5.4. Visuals - game

5.4.1. enemy asset

5.4.1.1. idle state + animation

5.4.1.2. walk state + animation

5.4.1.3. jump state + animation

5.4.1.4. fall state + animation

5.4.1.5. damage state + animation

5.4.1.6. dying state  + animation

5.4.1.7. status effect states + animation

5.4.1.8. damage special fx feedback animation

5.4.2. character asset - attack special fx feedback animation

5.4.3. obstacles asset

5.4.4. background layer

5.4.4.1. 1 graphics

5.4.4.2. 2 graphics

5.4.5. gameplay level - ground graphics

5.4.6. gameplay level - platform graphics

5.5. Sound

5.5.1. BGM

5.5.2. enemy attack hit character sound fx

5.5.3. character collects collectables sound fx

5.6. Functionality

5.6.1. background layer 1 scrolling

5.6.2. background layer 2 scrolling

5.6.3. gameplay level - ground scrolling

5.6.4. gameplay level - platform scrolling

5.6.5. enemy A.I. movement is present

5.6.6. enemy A.I. attack is present

5.6.7. enemy A.I. action is present

6. LEVEL 2

6.1. Visuals - Non-diegetic UI

6.1.1. new mechanics instructions

6.1.2. objective instructions

6.2. Usability

6.2.1. new mechanics instructions contrasts from all types of background

6.2.2. objectives instructions contrast from all types of background

6.2.3. instructions are positioned to capture attention of player

6.2.4. instructions are positioned to not obstruct gameplay

6.2.5. 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. progressive difficulty

6.3.6. placement balance

6.3.7. introduction on mechanics extension/ new mechanics

6.3.8. theme consistency

6.4. Visuals - game

6.4.1. enemy asset

6.4.1.1. idle state + animation

6.4.1.2. walk state + animation

6.4.1.3. jump state + animation

6.4.1.4. fall state + animation

6.4.1.5. damage state + animation

6.4.1.6. dying state  + animation

6.4.1.7. status effect states + animation

6.4.1.8. damage special fx feedback animation

6.4.2. character asset - attack special fx feedback animation

6.4.3. obstacles asset

6.4.4. background layer

6.4.4.1. 1 graphics

6.4.4.2. 2 graphics

6.4.5. gameplay level - ground graphics

6.4.6. gameplay level - platform graphics

6.5. Sound

6.5.1. BGM

6.5.2. enemy attack hit character sound fx

6.5.3. character collects collectables sound fx

6.6. Functionality

6.6.1. background layer 1 scrolling

6.6.2. background layer 2 scrolling

6.6.3. gameplay level - ground scrolling

6.6.4. gameplay level - platform scrolling

6.6.5. enemy A.I. movement is present

6.6.6. enemy A.I. attack is present

6.6.7. enemy A.I. action is present

7. LEVEL 3

7.1. Visuals - Non-diegetic UI

7.1.1. new mechanics instructions

7.1.2. objective instructions

7.2. Usability

7.2.1. new mechanics instructions contrasts from all types of background

7.2.2. objectives instructions contrast from all types of background

7.2.3. instructions are positioned to capture attention of player

7.2.4. instructions are positioned to not obstruct gameplay

7.2.5. 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/ new mechanics

7.3.8. theme consistency

7.4. Visuals - game

7.4.1. enemy asset

7.4.1.1. idle state + animation

7.4.1.2. walk state + animation

7.4.1.3. jump state + animation

7.4.1.4. fall state + animation

7.4.1.5. damage state + animation

7.4.1.6. dying state  + animation

7.4.1.7. status effect states + animation

7.4.1.8. damage special fx feedback animation

7.4.2. character asset - attack special fx feedback animation

7.4.3. obstacles asset

7.4.4. background layer

7.4.4.1. 1 graphics

7.4.4.2. 2 graphics

7.4.5. gameplay level - ground graphics

7.4.6. gameplay level - platform graphics

7.5. Functionality

7.5.1. background layer 1 scrolling

7.5.2. background layer 2 scrolling

7.5.3. gameplay level - ground scrolling

7.5.4. gameplay level - platform scrolling

7.5.5. enemy A.I. movement is present

7.5.6. enemy A.I. attack is present

7.5.7. enemy A.I. action is present

7.6. Sound

7.6.1. BGM

7.6.2. enemy attack hit character sound fx

7.6.3. character collects collectables sound fx

8. PAUSE SCREEN

8.1. Visuals - UI

8.1.1. darken screen

8.1.2. pause caption

8.1.3. instructions to unpause

8.2. Usability

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 contrast from background

8.3. Functionality

8.3.1. unpause key

9. GAME OVER 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. neutrat 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. neutrat 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 fx

9.2.3.2. hit sound fx

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. game over caption is positioned at point of focus

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

9.4.2. back to title button

10. VICTORY SCREEN

10.1. Sound

10.1.1. BGM

10.1.2. next level button

10.1.2.1. mouse over sound fx

10.1.2.2. hit sound fx

10.2. Usability

10.2.1. buttons can be clearly seen

10.2.2. victory caption is positioned at point of focus

10.2.3. Victory caption size occupies at least 1/5 of screen

10.2.4. caption contrasts from background

10.3. Functionality

10.3.1. restart level button

10.3.2. back to title button

10.4. Visuals

10.4.1. transition to screen animation

10.4.2. game over caption

10.4.3. next level button

10.4.3.1. neutrat state

10.4.3.2. mouse over state

10.4.3.3. hit state + animation

10.4.4. background graphics

10.4.5. exit screen transition animation

10.4.6. score display

10.4.7. collectables display + icon