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Game by Mind Map: Game

1. Introduction Screen

1.1. Studio Logo

1.1.1. Time : 5 secs

1.1.2. Colour

1.1.2.1. Red

1.1.2.2. Black

1.2. Skip Studio Animation Screen Button

1.2.1. When mouse over

1.2.1.1. Coloured

1.2.2. When mouse not over

1.2.2.1. Monochronous

1.2.3. When pressed

1.2.3.1. Introduction Screen skipped. Fade to Title Screen

1.3. Background

1.3.1. Colour

1.3.1.1. White

2. Title Screen

2.1. Animation

2.1.1. Title Screen Fade in

2.1.2. Fading In : 2 Secs

2.1.3. Title Screen Fade out

2.2. Graphics

2.2.1. Colour Scheme

2.2.1.1. Red

2.2.1.2. Yellow

2.2.1.3. Black

2.2.2. Start Button

2.2.2.1. Colour

2.2.2.1.1. Red font

2.2.2.1.2. Yellow Button (background of font)

2.2.2.2. Top

2.2.3. Option Button

2.2.4. Background

2.2.4.1. Black background

2.3. Buttons

2.3.1. Start

2.3.1.1. Neutral state : Size normal

2.3.1.2. Mouse over state : Size increase by 10%

2.3.1.3. Hit state : Flash inverted colours of button

2.3.1.3.1. Go to start new game and load game

2.3.2. Options

2.3.2.1. Neutral state : Size normal

2.3.2.2. Mouse over state: Size increase by 10%

2.3.2.3. Hit state : Flash inverted colours of button

2.3.2.3.1. Go to options menu

2.3.3. Credits

2.3.3.1. Neutral state : Size normal

2.3.3.2. Mouse over state: Size increase by 10%

2.3.3.3. Hit state : Flash inverted colours of button

2.3.3.3.1. Go to credits

2.3.4. Exit

2.3.4.1. Neutral state : Size normal

2.3.4.2. Mouse over state: Size increase by 10%

2.3.4.3. Hit state : Flash inverted colours of button

2.3.4.3.1. Fade out transition

2.4. Copyright Statement

2.4.1. Bottom of screen

2.4.2. red font

2.4.3. small font

2.5. Sound

2.5.1. Mouse over a button

2.5.1.1. "beep" sfx

2.5.2. Hit a button

2.5.2.1. "click" sfx

2.5.3. BGM

2.5.3.1. "Game Theme Song"

2.6. Layout

2.6.1. Title

2.6.1.1. Size : 100%

2.6.1.2. Center, top

2.6.2. Buttons

2.6.2.1. Below Title

2.6.2.2. Order from top to bottom

2.6.2.2.1. Start, Options, Credits, Exit

2.6.2.3. Size : 50%

2.6.3. Copyright statement

2.6.3.1. Bottom of screen, center

2.6.3.2. Size : 20%

3. Credit Screen

3.1. Visuals

3.1.1. Fade In Transition

3.1.2. Names and roles roll down

3.1.3. Source credit appear

3.1.4. Back Button

3.1.4.1. Neutral state : Size normal

3.1.4.2. Mouse over state: Size increase by 10%

3.1.4.3. Hit state : Flash inverted colours of button

3.1.4.3.1. Fade out transition

3.1.5. Background

3.1.5.1. Low opacity replay of various levels of the game

3.1.6. End

3.1.6.1. Fade out transition

3.1.6.1.1. Back to main menu

3.2. Sound

3.2.1. BGM

3.2.1.1. "Credit song"

3.2.2. Back Button

3.2.2.1. Mouse over

3.2.2.1.1. "beep" sfx

3.2.2.2. Hit

3.2.2.2.1. "Click" sfx

3.3. Layout

3.3.1. Back button

3.3.1.1. Lower left of the screen

3.3.1.2. Size : 100% Clearly seen

4. Gameplay Screen

4.1. Visuals

4.1.1. HP

4.1.1.1. 3 Hearts

4.1.1.2. When increase

4.1.1.2.1. HP Bar flashes green

4.1.1.3. When decrease

4.1.1.3.1. HP Bar flashes red

4.1.1.3.2. Shakes

4.1.2. MP

4.1.2.1. MP Bar

4.1.2.2. When increase

4.1.2.2.1. MP Bar flashes blue

4.1.2.3. When decrease

4.1.2.3.1. MP bar shakes

4.1.3. Switch Skill Icons

4.1.3.1. Offensive

4.1.3.2. Defensive

4.1.4. Score Display

4.1.5. Money Credits Display

4.1.5.1. Coin Icon

4.1.6. Collectibles Icon

4.1.6.1. Counter

4.1.6.2. When collectible obtained

4.1.6.2.1. Icon Shakes

4.1.6.2.2. Flashes Yellow

4.2. Visuals 2

4.2.1. Character Damage Number Display

4.2.1.1. Pop up above character

4.2.2. Enemy Damage Number Display

4.2.2.1. Pop up above enemy

4.2.3. Character Emotions

4.2.3.1. Icons

4.2.3.1.1. Healthy

4.2.3.1.2. Sick

4.2.3.1.3. Powered up

4.3. Usability

4.3.1. Visuals contrast from background

4.3.1.1. Visuals : light

4.3.1.2. Background : dark

4.3.2. HP/MP Bar

4.3.2.1. Height : 1/5 of screen

4.3.2.2. Width : 1/3 of screen

4.3.3. UI is layout with rule of third

4.3.4. UI is layout with consideration of user reading order

4.4. Functionality

4.4.1. HP/MP increase/decrease with gameplay

4.4.2. Skills can be toggled

4.4.2.1. Number keys

4.4.3. Scores/Money/Collectables update throughout the game

5. In-Game General

5.1. Design

5.1.1. Level 1

5.1.1.1. Layout

5.1.1.2. Enemy placement

5.1.2. Level 2

5.1.2.1. Layout

5.1.2.2. Enemy placement

5.1.3. Level 3

5.1.3.1. Layout

5.1.3.2. Enemy placement

5.2. Visuals - ingame

5.2.1. Character

5.2.1.1. Start Stage Animation

5.2.1.2. Idle State + Animation

5.2.1.3. Walk State + Animation

5.2.1.4. Jump State + Animation

5.2.1.5. Fall State + Animation

5.2.1.6. Damage State + Animation

5.2.1.6.1. (Visuals 2) Character Damage Display

5.2.1.7. Dying State + Animation

5.2.1.8. Status Effect State + Animation

5.2.1.8.1. (Visuals 2) Character Emotions : Sick

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

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

5.2.1.11. Damage Special FX Feedback Animation

5.2.1.11.1. Character Shakes

5.2.1.11.2. Character Flashes

5.2.1.12. Walk Special FX Animation

5.2.1.12.1. Dust

5.2.1.12.2. Shadow

5.2.1.13. Attack Special FX Animation

5.2.1.13.1. Shadow

5.2.1.13.2. Colour flashes

5.2.1.14. Fall Special FX Feedback Animation

5.2.1.14.1. Shadow

5.2.1.15. Invincibility Animation

5.2.1.15.1. Character flashes different colours

5.2.1.15.2. Character Blinking

5.2.2. Collectables

5.2.2.1. Blinking

5.2.2.2. Flashing

5.2.2.3. Character flashes purple when collecting

5.3. Usability

5.3.1. Character

5.3.1.1. Character centralised in middle column

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

5.3.1.3. Character invincibility lasts 3 secs

5.3.2. Sufficient space for player to see environment

5.4. Funcionality

5.4.1. Movement and action correspond to correct keys

5.4.2. Character HP decreases according to damage figure when hit

5.5. Sounds

5.5.1. BGM

5.5.1.1. According to level

5.5.2. Character

5.5.2.1. Attack Sound FX

5.5.2.2. Attach hit enemy FX

5.5.2.3. Collectable collected sfx

5.5.2.4. Heal sfx

6. Level One - Tutorial

6.1. Visuals - Non-diegetic UI

6.1.1. Movement Instructions

6.1.2. Movement Key icons

6.1.3. Action/Attack instructions

6.1.4. Action/Attack keys icons

6.1.5. Objectives instructions

6.2. Usability

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

6.2.2. instructions are positioned to capture attention of player

6.2.3. Instructions are positioned to not obstruct gameplay

6.2.4. 2 types of fonts or less are used

6.3. Design

6.3.1. Level layout

6.3.2. Enemy placement in level

6.3.3. Collectables placement in level

6.3.4. Obstacles placement

6.3.5. Progressive difficulty

6.3.5.1. Start very easy in level one

6.3.6. Placement balance

6.3.7. Introduction on mechanics

6.3.8. Theme consistency

6.4. Visuals-game

6.4.1. Enemy

6.4.1.1. Start Stage Animation

6.4.1.2. Idle State + Animation

6.4.1.3. Walk State + Animation

6.4.1.4. Jump State + Animation

6.4.1.5. Fall State + Animation

6.4.1.6. Damage State + Animation

6.4.1.7. Dying State + Animation

6.4.1.8. Status Effect State + Animation

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

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

6.4.1.11. Damage Special FX Feedback Animation

6.4.2. Character

6.4.2.1. Attack Special FX Feedback Animation

6.4.3. Obstacle Assets

6.4.4. Background

6.4.4.1. Layer 1 Graphics

6.4.4.1.1. Clearer

6.4.4.2. Layer 2 Graphics

6.4.4.2.1. Blurrier

6.4.5. Gameplay Level

6.4.5.1. Ground graphics

6.4.5.2. Platform graphics

6.5. Sound

6.5.1. BGM

6.5.1.1. Level 1 Track

6.5.2. Enemy Attack Sound FX

6.5.3. Enemy Attack Hit Character Sound FX

6.5.3.1. "bump" sfx

6.5.4. Collecable collected

6.6. Funcionality

6.6.1. Background

6.6.1.1. Layer 1 scrolling

6.6.1.2. Layer 2 Scrolling

6.6.2. Gameplay Level

6.6.2.1. Ground scrolling

6.6.2.2. Platform scrolling

6.6.3. Enemy A.I.

6.6.3.1. Movement is present

6.6.3.2. Attack is present

6.6.3.3. Action is present

6.6.4. TUTORIAL

6.6.4.1. Character cannot lose this level

7. Level Two

7.1. Visuals - Non-diegetic UI

7.1.1. NEW Mechanics instructions

7.1.2. Objectives instructions

7.2. Usability

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

7.2.2. instructions are positioned to capture attention of player

7.2.3. Instructions are positioned to not obstruct gameplay

7.2.4. 2 types of fonts or less are used

7.3. Design

7.3.1. Level layout

7.3.2. Enemy placement in level

7.3.3. Collectables placement in level

7.3.4. Obstacles placement

7.3.5. Progressive difficulty

7.3.5.1. Normal difficulty in level two

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

7.4.1.1. Start Stage Animation

7.4.1.2. Idle State + Animation

7.4.1.3. Walk State + Animation

7.4.1.4. Jump State + Animation

7.4.1.5. Fall State + Animation

7.4.1.6. Damage State + Animation

7.4.1.7. Dying State + Animation

7.4.1.8. Status Effect State + Animation

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

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

7.4.1.11. Damage Special FX Feedback Animation

7.4.2. Character

7.4.2.1. Attack Special FX Feedback Animation

7.4.3. Obstacle Assets

7.4.4. Background

7.4.4.1. Layer 1 Graphics

7.4.4.1.1. Clearer

7.4.4.2. Layer 2 Graphics

7.4.4.2.1. Blurrier

7.4.5. Gameplay Level

7.4.5.1. Ground graphics

7.4.5.2. Platform graphics

7.5. Sound

7.5.1. BGM

7.5.1.1. Level 1 Track

7.5.2. Enemy Attack Sound FX

7.5.3. Enemy Attack Hit Character Sound FX

7.5.3.1. "bump" sfx

7.5.4. Collecable collected

7.6. Funcionality

7.6.1. Background

7.6.1.1. Layer 1 scrolling

7.6.1.2. Layer 2 Scrolling

7.6.2. Gameplay Level

7.6.2.1. Ground scrolling

7.6.2.2. Platform scrolling

7.6.3. Enemy A.I.

7.6.3.1. Movement is present

7.6.3.2. Attack is present

7.6.3.3. Action is present

7.6.4. NON-TUTORIAL

7.6.4.1. Character can lose this level

8. Level Three

8.1. Visuals - Non-diegetic UI

8.1.1. NEW Mechanics instructions

8.1.2. Objectives instructions

8.2. Usability

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

8.2.2. instructions are positioned to capture attention of player

8.2.3. Instructions are positioned to not obstruct gameplay

8.2.4. 2 types of fonts or less are used

8.3. Design

8.3.1. Level layout

8.3.2. Enemy placement in level

8.3.3. Collectables placement in level

8.3.4. Obstacles placement

8.3.5. Progressive difficulty

8.3.5.1. Harder difficulty in level three

8.3.6. Placement balance

8.3.7. Introduction on mechanics extension/ NEW mechanics

8.3.8. Theme consistency

8.4. Visuals-game

8.4.1. Enemy

8.4.1.1. Start Stage Animation

8.4.1.2. Idle State + Animation

8.4.1.3. Walk State + Animation

8.4.1.4. Jump State + Animation

8.4.1.5. Fall State + Animation

8.4.1.6. Damage State + Animation

8.4.1.7. Dying State + Animation

8.4.1.8. Status Effect State + Animation

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

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

8.4.1.11. Damage Special FX Feedback Animation

8.4.2. Character

8.4.2.1. Attack Special FX Feedback Animation

8.4.3. Obstacle Assets

8.4.4. Background

8.4.4.1. Layer 1 Graphics

8.4.4.1.1. Clearer

8.4.4.2. Layer 2 Graphics

8.4.4.2.1. Blurrier

8.4.5. Gameplay Level

8.4.5.1. Ground graphics

8.4.5.2. Platform graphics

8.5. Sound

8.5.1. BGM

8.5.1.1. Level 1 Track

8.5.2. Enemy Attack Sound FX

8.5.3. Enemy Attack Hit Character Sound FX

8.5.3.1. "bump" sfx

8.5.4. Collecable collected

8.6. Funcionality

8.6.1. Background

8.6.1.1. Layer 1 scrolling

8.6.1.2. Layer 2 Scrolling

8.6.2. Gameplay Level

8.6.2.1. Ground scrolling

8.6.2.2. Platform scrolling

8.6.3. Enemy A.I.

8.6.3.1. Movement is present

8.6.3.2. Attack is present

8.6.3.3. Action is present

8.6.4. NON-TUTORIAL

8.6.4.1. Character can lose this level

9. Pause Screen

9.1. Visuals - UI

9.1.1. Darken Screen

9.1.2. Pause Caption

9.1.3. Instructions to unpause

9.2. Usability

9.2.1. Pause Caption can be clearly seen

9.2.2. Instructions can be clearly seen

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

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

9.2.5. Caption contrasts from background

9.3. Functionality

9.3.1. Unpause button

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. Fade out transition

10. Gameover Screen

10.1. Visuals

10.1.1. Transition to screen animation

10.1.1.1. Fade in from black

10.1.2. Gameover Caption

10.1.2.1. Red and menacing font

10.1.3. Background

10.1.3.1. Scary dark

10.1.4. Restart level 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. Back To Title Button

10.1.5.1. Neutral state : Size normal

10.1.5.2. Mouse over state: Size increase by 10%

10.1.5.3. Hit state : Flash inverted colours of button

10.1.5.3.1. Fade out transition

10.1.6. Exit Screen Transition animation

10.1.6.1. Fade to black

10.2. Sounds

10.2.1. BGM ( Non-loop)

10.2.1.1. Gameover track

10.2.2. Mouse over a button

10.2.2.1. "beep" sfx

10.2.3. Hit a button

10.2.3.1. "click" sfx

10.3. Usability

10.3.1. Buttons can be clearly seen

10.3.1.1. Light colour contrasting the background

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

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

10.3.4. Caption is lighter coloured contrasting from background

10.4. Functionality

10.4.1. Restart Level Button

10.4.2. Back to Title Button

11. Victory Screen

11.1. Visuals

11.1.1. Transition to screen animation

11.1.1.1. Fade in from white

11.1.2. Victory Caption

11.1.3. Next Level Button

11.1.3.1. Neutral state : Size normal

11.1.3.2. Mouse over state: Size increase by 10%

11.1.3.3. Hit state : Flash inverted colours of button

11.1.3.3.1. Fade out transition

11.1.4. Background graphics

11.1.5. Exit screen transition animation

11.1.5.1. Fade in to black

11.1.6. Score display pops up

11.1.7. Collectables + icons pop up

11.1.8. Back To Title Button

11.1.8.1. Neutral state : Size normal

11.1.8.2. Mouse over state: Size increase by 10%

11.1.8.3. Hit state : Flash inverted colours of button

11.1.8.3.1. Fade out transition

11.2. Sounds

11.2.1. BGM

11.2.1.1. Victory Track

11.2.2. Mouse over a button

11.2.2.1. "beep" sfx

11.2.3. Hit a button

11.2.3.1. "click" sfx

11.3. Usability

11.3.1. Buttons can be clearly seen

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

11.3.3. Victory Caption size occupies 1/5 of screen

11.3.4. Caption contrasts from background

11.3.5. Score display contrast from background

11.3.6. Collectables +icons contrast from background

11.4. Functionality

11.4.1. Next Level Button

11.4.2. Back To Title Button