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P1623578 by Mind Map: P1623578

1. Introduction Screen

1.1. Visuals

1.1.1. studio logo animation (5 sec)

1.1.1.1. wait 5 sec before fading

1.1.2. skip studio animation button - neutral state

1.1.2.1. unchecked button

1.1.3. skip studio animation button - mouse over state

1.1.3.1. check button by left-clicking

1.1.3.2. animation wait time reduced to 0 sec

1.2. Usability

1.2.1. logo contrast well with background

1.2.1.1. based on colour of logo and background

1.3. Functionality

1.3.1. skip studio animation button

1.3.1.1. can be checked

2. Title Screen

2.1. Visuals

2.1.1. enter screen transition animation

2.1.1.1. wait X sec before interaction is allowed

2.1.2. game logo graphics

2.1.2.1. see usability

2.1.3. start game button - neutral state

2.1.3.1. unchecked button

2.1.4. start game button - mouse over state

2.1.4.1. checked button

2.1.5. start game button - hit state + animation

2.1.5.1. properly checked button by left-clicking

2.1.6. options button - neutral state

2.1.6.1. unchecked button

2.1.7. options button - mouse over state

2.1.7.1. checked button

2.1.8. options button - hit state + animation

2.1.8.1. properly checked button by left-clicking

2.1.9. credits button - neutral state

2.1.9.1. unchecked button

2.1.10. credits button - mouse over state

2.1.10.1. checked button

2.1.11. credits button - hit state + animation

2.1.11.1. properly checked button by left-clicking

2.1.12. copyright statement

2.1.12.1. at an appropriate size and position

2.1.13. background graphics

2.1.13.1. contrasts with other visuals

2.1.14. exit screen transition animation

2.1.14.1. wait X sec while screen fades to next screen

2.2. Sound

2.2.1. BGM

2.2.1.1. appropriate BGM to game

2.2.2. start game button - mouse over sound fx

2.2.2.1. moused over check box soundfile plays

2.2.3. start game button - hit sound fx

2.2.3.1. hit check box soundfile plays

2.2.4. options button - mouse over sound fx

2.2.4.1. moused over check box soundfile plays

2.2.5. options button - hit sound fx

2.2.5.1. hit check box soundfile plays

2.2.6. credits button - mouse over sound fx

2.2.6.1. moused over check box soundfile plays

2.2.7. credits button - hit sound fx

2.2.7.1. hit check box soundfile plays

2.3. Usability

2.3.1. buttons can be clearly seen

2.3.2. logo is positioned at point of focus (rule of thirds)

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

2.3.4. logo contrasts from background

2.4. Functionality

2.4.1. start game button

2.4.1.1. clickable and brings player to correct screen

2.4.2. options button

2.4.2.1. clickable and brings player to correct screen

2.4.3. credits button

2.4.3.1. clickable and brings player to correct screen

3. Credit Screen

3.1. Visuals

3.1.1. enter screen transition animation

3.1.1.1. wait X sec before interaction is allowed

3.1.2. names and roles display

3.1.2.1. legible font used, clearly seen

3.1.3. source credit display

3.1.3.1. legible font used, clearly seen

3.1.4. back button - neutral state

3.1.4.1. unchecked button

3.1.5. back button - mouse over state

3.1.5.1. checked button

3.1.6. back button - hit state + animation

3.1.6.1. properly checked button by left-clicking

3.1.7. background graphics

3.1.7.1. contrasts with other visuals

3.1.8. exit screen transition animation

3.1.8.1. wait X sec while screen fades to next screen

3.2. Sound

3.2.1. BGM

3.2.1.1. appropriate BGM to game

3.2.2. back button - mouse over sound fx

3.2.2.1. moused over check box soundfile plays

3.2.3. back button - hit sound fx

3.2.3.1. hit check box soundfile plays

3.3. Usability

3.3.1. back button can be clearly seen

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

3.4. Functionality

3.4.1. back button

3.4.1.1. clickable and brings player to correct screen

4. Gameplay Screen

4.1. Visuals - Non-diegetic UI

4.1.1. HP bar/icons

4.1.1.1. placed appropriately, clearly indicates to player that it measures HP

4.1.2. HP bar/icons decrease feedback animation

4.1.2.1. attention-grabbing so player knows that HP decreased

4.1.3. HP bar/icons increase feedback animation

4.1.3.1. attention-grabbing so player knows that HP increased

4.1.4. Skill/MP bar

4.1.4.1. placed appropriately, clearly indicates to player that it measures skill/MP

4.1.5. Skill/MP bar decrease feedback animation

4.1.5.1. attention-grabbing so player knows that skill/MP decreased

4.1.6. Skill/MP bar increase feedback animation

4.1.6.1. attention-grabbing so player knows that skill/MP increased

4.1.7. switch skill icons

4.1.7.1. placed appropriately, clearly indicates to player that it displays skill icons

4.1.8. score display

4.1.8.1. placed appropriately, clearly indicates to player that it tracks score

4.1.9. money credits display + icon

4.1.9.1. placed appropriately, clearly indicates to player that it tracks money

4.1.10. collectables display + icon

4.1.10.1. placed appropriately, clearly indicates to player that it tracks collectables

4.1.11. obtain collectables feedback animation

4.1.11.1. attention-grabbing so player knows that collectable were obtained

4.2. Visuals - Spatial UI

4.2.1. character damage number display + animation

4.2.1.1. clearly indicates that damage was received

4.2.2. enemy damage number display + animation

4.2.2.1. clearly indicates that damage was received

4.2.3. character emotions icons

4.2.3.1. clearly indicates the emotion

4.3. Usability

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

4.3.2. Skill/MP bar contrast from all types of backgrounds

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 backgrounds

4.3.6. score display contrast from all types of backgrounds

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

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

4.3.9. UI is layout with reference to rule of thirds/golden ratio

4.3.10. UI is layout with consideration of user reading order

4.3.11. damage number display contrasts from all types of backgrounds

4.4. Functionality

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

4.4.1.1. increases/decreases correctly and instantaneously

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

4.4.2.1. increases/decreases correctly and instantaneously

4.4.3. switch skill icons can be switched/toggled

4.4.3.1. switches skills instantly or in X sec

4.4.4. score display updates with gameplay

4.4.4.1. updates correctly and instantaneously or in X sec

4.4.5. money credits display updates with gameplay

4.4.5.1. updates correctly and instantaneously or in X sec

4.4.6. collectables display updates with gameplay

4.4.6.1. updates correctly and instantaneously or in X sec

5. In-Game General

5.1. Design

5.1.1. Level 1 layout

5.1.1.1. simple for tutorial so player can grasp basics

5.1.2. Level 2 layout

5.1.2.1. still simple but without need for tutorial, slight increase in difficulty

5.1.3. Level 3 layout

5.1.3.1. increase in difficulty

5.1.4. Level 1 enemies placement

5.1.4.1. single enemy, simple to handle

5.1.5. Level 2 enemies placement

5.1.5.1. a few more enemies, more difficult

5.1.6. Level 3 enemies placement

5.1.6.1. increase in difficulty

5.2. Visuals - ingame

5.2.1. character asset - start stage animation

5.2.2. character asset - idle state + animation

5.2.3. character asset - walk state + animation

5.2.4. character asset - jump state + animation

5.2.5. character asset - fall state + animation

5.2.6. character asset - damage state + animation

5.2.7. character asset - dying state + animation

5.2.8. character asset - status effect state(s) + animation

5.2.9. character asset - attack state(s) + animation

5.2.10. character asset - air attack state(s) + animation

5.2.11. character asset - damage special fx feedback animation

5.2.12. character asset - walk special fx feedback animation

5.2.13. character asset - attack special fx feedback animation

5.2.14. character asset - fall special fx feedback animation

5.2.15. character asset - invincibility animation

5.2.16. collectables graphics

5.2.17. collectables state special fx animation (attractive)

5.2.18. character collects collectables special fx animation

5.3. Usability

5.3.1. character is centralised in the middle column

5.3.2. character is positioned along the lower line in rule of thirds

5.3.3. there is sufficient space on the sides for the player to see enemies/obstacles

5.3.4. character invincibility lasts 3 sec

5.4. Functionality

5.4.1. movement and action correspond to correct keys

5.4.2. character HP decreases according to damage figures when hit

5.5. Sound

5.5.1. BGM

5.5.1.1. appropriate BGM to game

5.5.2. character attack sound fx

5.5.3. character attack hit enemy sound fx

5.5.4. character obtains collectables sound fx

5.5.5. character heals sound fx

6. Level One Tutorial

6.1. Visuals - Non-diegetic UI

6.1.1. movement instructions

6.1.1.1. clearly indicates how to move

6.1.2. movement key icons

6.1.2.1. clearly illustrates the keys to press

6.1.3. action/attack instructions

6.1.3.1. clearly indicates how to perform an action/attack

6.1.4. action/attack key icons

6.1.4.1. clearly illustrates the keys to press

6.1.5. objectives instructions

6.1.5.1. clearly defines game objectives

6.2. Usability

6.2.1. movement instructions contrast from all types of backgrounds

6.2.2. movement key icons contrast from all types of backgrounds

6.2.3. action/attack instructions contrast from all types of backgrounds

6.2.4. action/attack key icons contrast from all types of backgrounds

6.2.5. objectives instructions contrast from all types of backgrounds

6.2.6. instructions are positioned to capture attention of player

6.2.7. instructions are positioned to not obstruct gameplay

6.2.8. 2 types of font or less are used

6.3. Design

6.3.1. level layout

6.3.1.1. see in-game general - design

6.3.2. enemies placement in level

6.3.2.1. see in-game general - design

6.3.3. collectables placement

6.3.3.1. see in-game general - design

6.3.4. obstacles placement

6.3.4.1. see in-game general - design

6.3.5. progressive difficulty

6.3.5.1. starts easy and gets harder with gameplay

6.3.6. placement balance

6.3.6.1. see in-game general - design

6.3.7. introduction on new mechanics

6.3.7.1. clearly described/demonstrated

6.3.8. theme consistency

6.3.8.1. art style is consistent

6.4. Visuals - game

6.4.1. enemy asset(s) - idle state + animation

6.4.2. enemy asset(s) - walk state + animation

6.4.3. enemy asset(s) - jump state + animation

6.4.4. enemy asset(s) - fall state + animation

6.4.5. enemy asset(s) - damage state + animation

6.4.6. enemy asset(s) - dying state + animation

6.4.7. enemy asset(s) - status effect state(s) + animation

6.4.8. enemy asset(s) -  damage special fx feedback animation

6.4.9. character asset - attack special fx feedback animation

6.4.10. obstacles assets

6.4.11. background layer 1 graphics

6.4.11.1. scrolls faster

6.4.12. background layer 2 graphics

6.4.12.1. scrolls slower

6.4.13. gameplay level - ground graphics

6.4.13.1. scrolls at same speed

6.4.14. gameplay level - platform graphics

6.4.14.1. scrolls at same speed

6.5. Sound

6.5.1. BGM

6.5.1.1. appropriate BGM to game

6.5.2. enemy attack sound fx

6.5.2.1. attack soundfile plays

6.5.3. enemy attack hit character sound fx

6.5.3.1. attack hit soundfile plays

6.5.4. character collects collectables sound fx

6.5.4.1. collect soundfile plays

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

6.6.5.1. patrol range

6.6.6. enemy A.I. attack is present

6.6.6.1. attacks when high chance of hitting

6.6.7. enemy A.I. action is present

6.6.7.1. takes actions at appropriate time

7. Level Two/Three

7.1. Visuals - Non-diegetic UI

7.1.1. new mechanics instructions

7.1.1.1. clearly describes/demonstrates new mechanics

7.1.2. objectives instructions

7.1.2.1. clearly defines game objectives

7.2. Usability

7.2.1. new mechanics instructions contrast from all types of backgrounds

7.2.2. objectives instructions contrast from all types of backgrounds

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 font or less are used

7.3. Design

7.3.1. level layout

7.3.1.1. see in-game general - design

7.3.2. enemies placement in level

7.3.2.1. see in-game general - design

7.3.3. collectables placement

7.3.3.1. see in-game general - design

7.3.4. obstacles placement

7.3.4.1. see in-game general - design

7.3.5. progressive difficulty

7.3.5.1. starts easy and gets harder with gameplay

7.3.6. placement balance

7.3.6.1. see in-game general - design

7.3.7. introduction on new mechanics

7.3.7.1. clearly described/demonstrated

7.3.8. theme consistency

7.3.8.1. art style is consistent

7.4. Visuals - game

7.4.1. enemy asset(s) - idle state + animation

7.4.2. enemy asset(s) - walk state + animation

7.4.3. enemy asset(s) - jump state + animation

7.4.4. enemy asset(s) - fall state + animation

7.4.5. enemy asset(s) - damage state + animation

7.4.6. enemy asset(s) - dying state + animation

7.4.7. enemy asset(s) - status effect state(s) + animation

7.4.8. enemy asset(s) -  damage special fx feedback animation

7.4.9. character asset - attack special fx feedback animation

7.4.10. obstacles assets

7.4.11. background layer 1 graphics

7.4.11.1. clearer appearance

7.4.12. background layer 2 graphics

7.4.12.1. blurred appearance

7.4.13. gameplay level - ground graphics

7.4.13.1. clearly shown that it is the ground

7.4.14. gameplay level - platform graphics

7.4.14.1. clearly shown that it is the platform

7.5. Sound

7.5.1. BGM

7.5.1.1. appropriate BGM to game

7.5.2. enemy attack sound fx

7.5.2.1. attack soundfile plays

7.5.3. enemy attack hit character sound fx

7.5.3.1. attack hit soundfile plays

7.5.4. character collects collectables sound fx

7.5.4.1. collect soundfile plays

7.6. Functionality

7.6.1. background layer 1 scrolling

7.6.1.1. scrolls faster

7.6.2. background layer 2 scrolling

7.6.2.1. scrolls slower

7.6.3. gameplay level - ground scrolling

7.6.3.1. scrolls at same speed

7.6.4. gameplay level - platform scrolling

7.6.4.1. scrolls at same speed

7.6.5. enemy A.I. movement is present

7.6.5.1. patrol range

7.6.6. enemy A.I. attack is present

7.6.6.1. attacks when high chance of hitting

7.6.7. enemy A.I. action is present

7.6.7.1. takes actions at appropriate time

8. Game Over Screen

8.1. Visuals

8.1.1. transition to screen animation

8.1.1.1. wait X sec before interaction is allowed

8.1.2. game over caption

8.1.2.1. clearly indicates that this is the game over screen

8.1.3. restart level button - neutral state

8.1.3.1. unchecked button

8.1.4. restart level button - mouse over state

8.1.4.1. checked button

8.1.5. restart level button - hit state + animation

8.1.5.1. properly checked button by left-clicking

8.1.6. back to title button - neutral state

8.1.6.1. unchecked button

8.1.7. back to title button - mouse over state

8.1.7.1. checked button

8.1.8. back to title button - hit state + animation

8.1.8.1. properly checked button by left-clicking

8.1.9. background graphics

8.1.9.1. contrasts with other visuals

8.1.10. exit screen transition animation

8.1.10.1. wait X sec while screen fades to next screen

8.2. Sound

8.2.1. BGM (non-loop)

8.2.1.1. appropriate BGM to game

8.2.2. restart level button - mouse over sound fx

8.2.2.1. moused over check box soundfile plays

8.2.3. restart level button - hit sound fx

8.2.3.1. hit check box soundfile plays

8.2.4. back to title button - mouse over sound fx

8.2.4.1. moused over check box soundfile plays

8.2.5. back to title button - hit sound fx

8.2.5.1. hit check box soundfile plays

8.3. Usability

8.3.1. buttons can be clearly seen

8.3.2. game over caption is positioned at the point of focus (rule of thirds)

8.3.3. game over caption size occupies at least 1/5 of screen

8.3.4. caption contrasts from background

8.4. Functionality

8.4.1. restart level button

8.4.1.1. clickable and brings player to correct screen

8.4.2. back to title button

8.4.2.1. clickable and brings player to correct screen

9. Victory Screen

9.1. Visuals

9.1.1. transition to screen animation

9.1.1.1. wait X sec before interaction is allowed

9.1.2. victory caption

9.1.2.1. clearly indicates that this is the victory screen

9.1.3. next level button - neutral state

9.1.3.1. unchecked button

9.1.4. next level button - mouse over state

9.1.4.1. checked button

9.1.5. next level button - hit state + animation

9.1.5.1. properly checked button by left-clicking

9.1.6. background graphics

9.1.6.1. contrasts with other visuals

9.1.7. exit screen transition animation

9.1.7.1. wait X sec while screen fades to next screen

9.1.8. score display

9.1.8.1. clearly indicates score achieved

9.1.9. collectables display + icons

9.1.9.1. clearly indicates collectables obtained

9.2. Sound

9.2.1. BGM (non-loop)

9.2.1.1. appropriate BGM to game

9.2.2. next level button - mouse over sound fx

9.2.2.1. moused over check box soundfile plays

9.2.3. next level button - hit sound fx

9.2.3.1. hit check box soundfile plays

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. victory caption is positioned at the point of focus (rule of thirds)

9.3.3. victory caption size occupies at least 1/5 of screen

9.3.4. caption contrasts from background

9.3.5. score display contrasts from background

9.3.6. collectables display + icons contrasts from background

9.4. Functionality

9.4.1. next level button

9.4.1.1. clickable and brings player to correct screen

10. Pause Screen

10.1. Visuals - UI

10.1.1. darken screen

10.1.1.1. partial/full tint

10.1.2. pause caption

10.1.2.1. clearly indicates that this is the pause screen

10.1.3. instructions to unpause

10.1.3.1. clearly defines how to unpause

10.2. Usability

10.2.1. pause caption can be clearly seen

10.2.2. instructions can be clearly seen

10.2.3. pause caption is positioned at the point of focus (rule of thirds)

10.2.4. pause caption size occupies at least 1/6 of screen

10.2.5. caption contrasts from background

10.3. Functionality

10.3.1. unpause key

10.3.1.1. works correctly and resumes game instantaneously or after X sec