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