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Game by Mind Map: Game

1. In-Game General

1.1. Design

1.1.1. Level 1

1.1.1.1. Layout

1.1.1.2. Enemy placement

1.1.2. Level 2

1.1.2.1. Layout

1.1.2.2. Enemy placement

1.1.3. Level 3

1.1.3.1. Layout

1.1.3.2. Enemy placement

1.2. Visuals - ingame

1.2.1. Character

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

1.2.1.6.1. (Visuals 2) Character Damage Display

1.2.1.7. Dying State + Animation

1.2.1.8. Status Effect State + Animation

1.2.1.8.1. (Visuals 2) Character Emotions : Sick

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

1.2.1.11.1. Character Shakes

1.2.1.11.2. Character Flashes

1.2.1.12. Walk Special FX Animation

1.2.1.12.1. Dust

1.2.1.12.2. Shadow

1.2.1.13. Attack Special FX Animation

1.2.1.13.1. Shadow

1.2.1.13.2. Colour flashes

1.2.1.14. Fall Special FX Feedback Animation

1.2.1.14.1. Shadow

1.2.1.15. Invincibility Animation

1.2.1.15.1. Character flashes different colours

1.2.1.15.2. Character Blinking

1.2.2. Collectables

1.2.2.1. Blinking

1.2.2.2. Flashing

1.2.2.3. Character flashes purple when collecting

1.3. Usability

1.3.1. Character

1.3.1.1. Character centralised in middle column

1.3.1.2. Character is positioned along the lower line in rules of third

1.3.1.3. Character invincibility lasts 3 secs

1.3.2. Sufficient space for player to see environment

1.4. Funcionality

1.4.1. Movement and action correspond to correct keys

1.4.2. Character HP decreases according to damage figure when hit

1.5. Sounds

1.5.1. BGM

1.5.1.1. According to level

1.5.2. Character

1.5.2.1. Attack Sound FX

1.5.2.2. Attach hit enemy FX

1.5.2.3. Collectable collected sfx

1.5.2.4. Heal sfx

2. Level One - Tutorial

2.1. Visuals - Non-diegetic UI

2.1.1. Movement Instructions

2.1.2. Movement Key icons

2.1.3. Action/Attack instructions

2.1.4. Action/Attack keys icons

2.1.5. Objectives instructions

2.2. Usability

2.2.1. Visuals - Non-diegetic UI contrasts from all types of background

2.2.2. instructions are positioned to capture attention of player

2.2.3. Instructions are positioned to not obstruct gameplay

2.2.4. 2 types of fonts or less are used

2.3. Design

2.3.1. Level layout

2.3.2. Enemy placement in level

2.3.3. Collectables placement in level

2.3.4. Obstacles placement

2.3.5. Progressive difficulty

2.3.5.1. Start very easy in level one

2.3.6. Placement balance

2.3.7. Introduction on mechanics

2.3.8. Theme consistency

2.4. Visuals-game

2.4.1. Enemy

2.4.1.1. Start Stage Animation

2.4.1.2. Idle State + Animation

2.4.1.3. Walk State + Animation

2.4.1.4. Jump State + Animation

2.4.1.5. Fall State + Animation

2.4.1.6. Damage State + Animation

2.4.1.7. Dying State + Animation

2.4.1.8. Status Effect State + Animation

2.4.1.9. Attack State(s) + Animation(s)

2.4.1.10. Air Attack State(s) + Animation(s)

2.4.1.11. Damage Special FX Feedback Animation

2.4.2. Character

2.4.2.1. Attack Special FX Feedback Animation

2.4.3. Obstacle Assets

2.4.4. Background

2.4.4.1. Layer 1 Graphics

2.4.4.1.1. Clearer

2.4.4.2. Layer 2 Graphics

2.4.4.2.1. Blurrier

2.4.5. Gameplay Level

2.4.5.1. Ground graphics

2.4.5.2. Platform graphics

2.5. Sound

2.5.1. BGM

2.5.1.1. Level 1 Track

2.5.2. Enemy Attack Sound FX

2.5.3. Enemy Attack Hit Character Sound FX

2.5.3.1. "bump" sfx

2.5.4. Collecable collected

2.6. Funcionality

2.6.1. Background

2.6.1.1. Layer 1 scrolling

2.6.1.2. Layer 2 Scrolling

2.6.2. Gameplay Level

2.6.2.1. Ground scrolling

2.6.2.2. Platform scrolling

2.6.3. Enemy A.I.

2.6.3.1. Movement is present

2.6.3.2. Attack is present

2.6.3.3. Action is present

2.6.4. TUTORIAL

2.6.4.1. Character cannot lose this level

3. Level Two

3.1. Visuals - Non-diegetic UI

3.1.1. NEW Mechanics instructions

3.1.2. Objectives instructions

3.2. Usability

3.2.1. Visuals - Non-diegetic UI contrasts from all types of background

3.2.2. instructions are positioned to capture attention of player

3.2.3. Instructions are positioned to not obstruct gameplay

3.2.4. 2 types of fonts or less are used

3.3. Design

3.3.1. Level layout

3.3.2. Enemy placement in level

3.3.3. Collectables placement in level

3.3.4. Obstacles placement

3.3.5. Progressive difficulty

3.3.5.1. Normal difficulty in level two

3.3.6. Placement balance

3.3.7. Introduction on mechanics extension/ NEW mechanics

3.3.8. Theme consistency

3.4. Visuals-game

3.4.1. Enemy

3.4.1.1. Start Stage Animation

3.4.1.2. Idle State + Animation

3.4.1.3. Walk State + Animation

3.4.1.4. Jump State + Animation

3.4.1.5. Fall State + Animation

3.4.1.6. Damage State + Animation

3.4.1.7. Dying State + Animation

3.4.1.8. Status Effect State + Animation

3.4.1.9. Attack State(s) + Animation(s)

3.4.1.10. Air Attack State(s) + Animation(s)

3.4.1.11. Damage Special FX Feedback Animation

3.4.2. Character

3.4.2.1. Attack Special FX Feedback Animation

3.4.3. Obstacle Assets

3.4.4. Background

3.4.4.1. Layer 1 Graphics

3.4.4.1.1. Clearer

3.4.4.2. Layer 2 Graphics

3.4.4.2.1. Blurrier

3.4.5. Gameplay Level

3.4.5.1. Ground graphics

3.4.5.2. Platform graphics

3.5. Sound

3.5.1. BGM

3.5.1.1. Level 1 Track

3.5.2. Enemy Attack Sound FX

3.5.3. Enemy Attack Hit Character Sound FX

3.5.3.1. "bump" sfx

3.5.4. Collecable collected

3.6. Funcionality

3.6.1. Background

3.6.1.1. Layer 1 scrolling

3.6.1.2. Layer 2 Scrolling

3.6.2. Gameplay Level

3.6.2.1. Ground scrolling

3.6.2.2. Platform scrolling

3.6.3. Enemy A.I.

3.6.3.1. Movement is present

3.6.3.2. Attack is present

3.6.3.3. Action is present

3.6.4. NON-TUTORIAL

3.6.4.1. Character can lose this level

4. Level Three

4.1. Visuals - Non-diegetic UI

4.1.1. NEW Mechanics instructions

4.1.2. Objectives instructions

4.2. Usability

4.2.1. Visuals - Non-diegetic UI contrasts from all types of background

4.2.2. instructions are positioned to capture attention of player

4.2.3. Instructions are positioned to not obstruct gameplay

4.2.4. 2 types of fonts or less are used

4.3. Design

4.3.1. Level layout

4.3.2. Enemy placement in level

4.3.3. Collectables placement in level

4.3.4. Obstacles placement

4.3.5. Progressive difficulty

4.3.5.1. Harder difficulty in level three

4.3.6. Placement balance

4.3.7. Introduction on mechanics extension/ NEW mechanics

4.3.8. Theme consistency

4.4. Visuals-game

4.4.1. Enemy

4.4.1.1. Start Stage Animation

4.4.1.2. Idle State + Animation

4.4.1.3. Walk State + Animation

4.4.1.4. Jump State + Animation

4.4.1.5. Fall State + Animation

4.4.1.6. Damage State + Animation

4.4.1.7. Dying State + Animation

4.4.1.8. Status Effect State + Animation

4.4.1.9. Attack State(s) + Animation(s)

4.4.1.10. Air Attack State(s) + Animation(s)

4.4.1.11. Damage Special FX Feedback Animation

4.4.2. Character

4.4.2.1. Attack Special FX Feedback Animation

4.4.3. Obstacle Assets

4.4.4. Background

4.4.4.1. Layer 1 Graphics

4.4.4.1.1. Clearer

4.4.4.2. Layer 2 Graphics

4.4.4.2.1. Blurrier

4.4.5. Gameplay Level

4.4.5.1. Ground graphics

4.4.5.2. Platform graphics

4.5. Sound

4.5.1. BGM

4.5.1.1. Level 1 Track

4.5.2. Enemy Attack Sound FX

4.5.3. Enemy Attack Hit Character Sound FX

4.5.3.1. "bump" sfx

4.5.4. Collecable collected

4.6. Funcionality

4.6.1. Background

4.6.1.1. Layer 1 scrolling

4.6.1.2. Layer 2 Scrolling

4.6.2. Gameplay Level

4.6.2.1. Ground scrolling

4.6.2.2. Platform scrolling

4.6.3. Enemy A.I.

4.6.3.1. Movement is present

4.6.3.2. Attack is present

4.6.3.3. Action is present

4.6.4. NON-TUTORIAL

4.6.4.1. Character can lose this level

5. Pause Screen

5.1. Visuals - UI

5.1.1. Darken Screen

5.1.2. Pause Caption

5.1.3. Instructions to unpause

5.2. Usability

5.2.1. Pause Caption can be clearly seen

5.2.2. Instructions can be clearly seen

5.2.3. Pause caption is positioned at point of focus (Rules of Third is followed)

5.2.4. Pause caption size : small (1/6 of screen)

5.2.5. Caption contrasts from background

5.3. Functionality

5.3.1. Unpause button

5.3.1.1. Neutral state : Size normal

5.3.1.2. Mouse over state: Size increase by 10%

5.3.1.3. Hit state : Flash inverted colours of button

5.3.1.3.1. Fade out transition

6. Gameover Screen

6.1. Visuals

6.1.1. Transition to screen animation

6.1.1.1. Fade in from black

6.1.2. Gameover Caption

6.1.2.1. Red and menacing font

6.1.3. Background

6.1.3.1. Scary dark

6.1.4. Restart level Button

6.1.4.1. Neutral state : Size normal

6.1.4.2. Mouse over state: Size increase by 10%

6.1.4.3. Hit state : Flash inverted colours of button

6.1.4.3.1. Fade out transition

6.1.5. Back To Title Button

6.1.5.1. Neutral state : Size normal

6.1.5.2. Mouse over state: Size increase by 10%

6.1.5.3. Hit state : Flash inverted colours of button

6.1.5.3.1. Fade out transition

6.1.6. Exit Screen Transition animation

6.1.6.1. Fade to black

6.2. Sounds

6.2.1. BGM ( Non-loop)

6.2.1.1. Gameover track

6.2.2. Mouse over a button

6.2.2.1. "beep" sfx

6.2.3. Hit a button

6.2.3.1. "click" sfx

6.3. Usability

6.3.1. Buttons can be clearly seen

6.3.1.1. Light colour contrasting the background

6.3.2. Gameover caption is positioned at point of focus (rules of third is followed)

6.3.3. Gameover caption size : 60% (at least 1/5 of screen)

6.3.4. Caption is lighter coloured contrasting from background

6.4. Functionality

6.4.1. Restart Level Button

6.4.2. Back to Title Button

7. Victory Screen

7.1. Visuals

7.1.1. Transition to screen animation

7.1.1.1. Fade in from white

7.1.2. Victory Caption

7.1.3. Next Level Button

7.1.3.1. Neutral state : Size normal

7.1.3.2. Mouse over state: Size increase by 10%

7.1.3.3. Hit state : Flash inverted colours of button

7.1.3.3.1. Fade out transition

7.1.4. Background graphics

7.1.5. Exit screen transition animation

7.1.5.1. Fade in to black

7.1.6. Score display pops up

7.1.7. Collectables + icons pop up

7.1.8. Back To Title Button

7.1.8.1. Neutral state : Size normal

7.1.8.2. Mouse over state: Size increase by 10%

7.1.8.3. Hit state : Flash inverted colours of button

7.1.8.3.1. Fade out transition

7.2. Sounds

7.2.1. BGM

7.2.1.1. Victory Track

7.2.2. Mouse over a button

7.2.2.1. "beep" sfx

7.2.3. Hit a button

7.2.3.1. "click" sfx

7.3. Usability

7.3.1. Buttons can be clearly seen

7.3.2. Victory caption is positioned at point of focus (rules of third is followed)

7.3.3. Victory Caption size occupies 1/5 of screen

7.3.4. Caption contrasts from background

7.3.5. Score display contrast from background

7.3.6. Collectables +icons contrast from background

7.4. Functionality

7.4.1. Next Level Button

7.4.2. Back To Title Button

8. Introduction Screen

8.1. Studio Logo

8.1.1. Time : 5 secs

8.1.2. Colour

8.1.2.1. Red

8.1.2.2. Black

8.2. Skip Studio Animation Screen Button

8.2.1. When mouse over

8.2.1.1. Coloured

8.2.2. When mouse not over

8.2.2.1. Monochronous

8.2.3. When pressed

8.2.3.1. Introduction Screen skipped. Fade to Title Screen

8.3. Background

8.3.1. Colour

8.3.1.1. White

9. Title Screen

9.1. Animation

9.1.1. Title Screen Fade in

9.1.2. Fading In : 2 Secs

9.1.3. Title Screen Fade out

9.2. Graphics

9.2.1. Colour Scheme

9.2.1.1. Red

9.2.1.2. Yellow

9.2.1.3. Black

9.2.2. Start Button

9.2.2.1. Colour

9.2.2.1.1. Red font

9.2.2.1.2. Yellow Button (background of font)

9.2.2.2. Top

9.2.3. Option Button

9.2.4. Background

9.2.4.1. Black background

9.3. Buttons

9.3.1. Start

9.3.1.1. Neutral state : Size normal

9.3.1.2. Mouse over state : Size increase by 10%

9.3.1.3. Hit state : Flash inverted colours of button

9.3.1.3.1. Go to start new game and load game

9.3.2. Options

9.3.2.1. Neutral state : Size normal

9.3.2.2. Mouse over state: Size increase by 10%

9.3.2.3. Hit state : Flash inverted colours of button

9.3.2.3.1. Go to options menu

9.3.3. Credits

9.3.3.1. Neutral state : Size normal

9.3.3.2. Mouse over state: Size increase by 10%

9.3.3.3. Hit state : Flash inverted colours of button

9.3.3.3.1. Go to credits

9.3.4. Exit

9.3.4.1. Neutral state : Size normal

9.3.4.2. Mouse over state: Size increase by 10%

9.3.4.3. Hit state : Flash inverted colours of button

9.3.4.3.1. Fade out transition

9.4. Copyright Statement

9.4.1. Bottom of screen

9.4.2. red font

9.4.3. small font

9.5. Sound

9.5.1. Mouse over a button

9.5.1.1. "beep" sfx

9.5.2. Hit a button

9.5.2.1. "click" sfx

9.5.3. BGM

9.5.3.1. "Game Theme Song"

9.6. Layout

9.6.1. Title

9.6.1.1. Size : 100%

9.6.1.2. Center, top

9.6.2. Buttons

9.6.2.1. Below Title

9.6.2.2. Order from top to bottom

9.6.2.2.1. Start, Options, Credits, Exit

9.6.2.3. Size : 50%

9.6.3. Copyright statement

9.6.3.1. Bottom of screen, center

9.6.3.2. Size : 20%

10. Credit Screen

10.1. Visuals

10.1.1. Fade In Transition

10.1.2. Names and roles roll down

10.1.3. Source credit appear

10.1.4. Back Button

10.1.4.1. Neutral state : Size normal

10.1.4.2. Mouse over state: Size increase by 10%

10.1.4.3. Hit state : Flash inverted colours of button

10.1.4.3.1. Fade out transition

10.1.5. Background

10.1.5.1. Low opacity replay of various levels of the game

10.1.6. End

10.1.6.1. Fade out transition

10.1.6.1.1. Back to main menu

10.2. Sound

10.2.1. BGM

10.2.1.1. "Credit song"

10.2.2. Back Button

10.2.2.1. Mouse over

10.2.2.1.1. "beep" sfx

10.2.2.2. Hit

10.2.2.2.1. "Click" sfx

10.3. Layout

10.3.1. Back button

10.3.1.1. Lower left of the screen

10.3.1.2. Size : 100% Clearly seen

11. Gameplay Screen

11.1. Visuals

11.1.1. HP

11.1.1.1. 3 Hearts

11.1.1.2. When increase

11.1.1.2.1. HP Bar flashes green

11.1.1.3. When decrease

11.1.1.3.1. HP Bar flashes red

11.1.1.3.2. Shakes

11.1.2. MP

11.1.2.1. MP Bar

11.1.2.2. When increase

11.1.2.2.1. MP Bar flashes blue

11.1.2.3. When decrease

11.1.2.3.1. MP bar shakes

11.1.3. Switch Skill Icons

11.1.3.1. Offensive

11.1.3.2. Defensive

11.1.4. Score Display

11.1.5. Money Credits Display

11.1.5.1. Coin Icon

11.1.6. Collectibles Icon

11.1.6.1. Counter

11.1.6.2. When collectible obtained

11.1.6.2.1. Icon Shakes

11.1.6.2.2. Flashes Yellow

11.2. Visuals 2

11.2.1. Character Damage Number Display

11.2.1.1. Pop up above character

11.2.2. Enemy Damage Number Display

11.2.2.1. Pop up above enemy

11.2.3. Character Emotions

11.2.3.1. Icons

11.2.3.1.1. Healthy

11.2.3.1.2. Sick

11.2.3.1.3. Powered up

11.3. Usability

11.3.1. Visuals contrast from background

11.3.1.1. Visuals : light

11.3.1.2. Background : dark

11.3.2. HP/MP Bar

11.3.2.1. Height : 1/5 of screen

11.3.2.2. Width : 1/3 of screen

11.3.3. UI is layout with rule of third

11.3.4. UI is layout with consideration of user reading order

11.4. Functionality

11.4.1. HP/MP increase/decrease with gameplay

11.4.2. Skills can be toggled

11.4.2.1. Number keys

11.4.3. Scores/Money/Collectables update throughout the game