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Rocket clouds
Game by Mind Map: Game

1. Introduction Screen

1.1. Visuals

1.1.1. studio logo animation for 5 secs

1.1.2. skip studio animation button

1.1.2.1. neutral state

1.1.2.2. mouse over state

1.2. Usability

1.2.1. logo contrast well with background

1.3. Functionality

1.3.1. skip studio animation button

2. Title Screen

2.1. Visuals

2.1.1. enter screen transition animation

2.1.2. game logo graphics which are not font

2.1.3. start game button

2.1.3.1. neutral state

2.1.3.2. mouse over state

2.1.3.3. hit state + animation

2.1.4. options button

2.1.4.1. neutral state if applicable

2.1.4.2. mouse over state if applicable

2.1.4.3. hit state + animation if applicable

2.1.5. credits

2.1.5.1. neutral state if applicable

2.1.5.2. mouse over state if applicable

2.1.5.3. hit state + animation if applicable

2.1.6. copyright statement

2.1.7. background graphics

2.1.8. exit screen transition animation

2.2. Sounds

2.2.1. BGM

2.2.2. start button

2.2.2.1. mouse over sound fx

2.2.2.2. hit sound fx

2.2.3. options button

2.2.3.1. mouse over sound fx if applicable

2.2.3.2. hit sound fx if applicable

2.2.4. credits button

2.2.4.1. mouse over sound fx if applicable

2.2.4.2. hit sound fx if applicable

2.3. Usability

2.3.1. buttons can be clearly seen

2.3.2. logo is positioned at point of focus using rules of third

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

2.4.2. options button if applicable

2.4.3. credits button if applicable

3. Credits Screen

3.1. Visuals

3.1.1. enter screen transiton 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/left of screen

3.4. Functionality

3.4.1. back button

4. Gameplay Screen

4.1. Visuals - Non-diegetic UI

4.1.1. HP bar/icons

4.1.1.1. decrease feedback animation

4.1.1.2. increase feedback animation

4.1.2. SKILL/MP bar

4.1.2.1. decrease feedback animation

4.1.2.2. increase feedbakc animation

4.1.3. switch skill icons

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 emoticons icons

4.3. Usability

4.3.1. HP bar/icons contrasts 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

4.3.3.1. height is about 1/5 of screen

4.3.3.2. width is about 1/3 of screen

4.3.4. switch skill icons contrast from all types of background

4.3.5. score display contrast from all types of background

4.3.6. money credits display + icon contrast from all types of background

4.3.7. collectables display + icon contrast from all types of background

4.3.8. UI is layout

4.3.8.1. with reference to rules of third/golden ratio

4.3.8.2. with consideration user reading order

4.3.9. UI is layout

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. collectables display updates with gameplay

4.5. In-Game General

4.5.1. Design

4.5.1.1. Level 1 layout

4.5.1.2. Level 2 layout

4.5.1.3. Level 3 layout

4.5.1.4. Level 1 enemies placement

4.5.1.5. Level 2 enemies placement

4.5.1.6. Level 3 enemies placement

4.5.2. Visuals - Ingame

4.5.2.1. character asset

4.5.2.1.1. start stage animation

4.5.2.1.2. idle state + animation

4.5.2.1.3. walk state + animation

4.5.2.1.4. jump state + animation

4.5.2.1.5. fall state + animation

4.5.2.1.6. damage state + animation

4.5.2.1.7. dying state + animation

4.5.2.1.8. status effect state(s) + animation(s)

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

4.5.2.1.10. air attack state(s) + animation(s)

4.5.2.1.11. damage special fx feedback animation

4.5.2.1.12. walk special fx feeback animation

4.5.2.1.13. attack special fx feedback animation

4.5.2.1.14. fall special fx feedback animation

4.5.2.1.15. invincibility animation

4.5.2.2. collectables state special fx animation (attractive)

4.5.2.3. character collects collectables special fx animation

4.5.3. Usability

4.5.3.1. character is centralised in the middle column

4.5.3.2. character is position along the lower line in the rules of third

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

4.5.3.4. character invincibility last 3 secs

4.5.4. Functionality

4.5.4.1. movement and action correspond to correct keys

4.5.4.2. character hp decreases according to damage figure when hit

4.5.5. Sound

4.5.5.1. BGM

4.5.5.2. character attack sound fx

4.5.5.3. character attack hit enemy sound fx

4.5.5.4. character collects collectables sound fx

4.5.5.5. character attack hit enemy sound fx

5. Tutorial

5.1. Level 1

5.1.1. Visuals - Non-diegetic UI

5.1.1.1. movements instructions

5.1.1.2. movement keys icons

5.1.1.3. action/attack instructions

5.1.1.4. action/attack key icons

5.1.1.5. objectives instructions

5.1.2. Usability

5.1.2.1. movement instructions contrasts from all types of background

5.1.2.2. movement keys icons contrasts from all types of background

5.1.2.3. action/attack instructions contrasts from all types of background

5.1.2.4. action/attack keys icons contrasts from all types of background

5.1.2.5. objectives instructions contrasts from all types of background

5.1.2.6. instructions are positioned

5.1.2.6.1. to capture attention of player

5.1.2.6.2. to not obstruct gameplay

5.1.2.7. 2 types of fonts or less are used

5.1.3. Design

5.1.3.1. level layout

5.1.3.2. enemies placement in level

5.1.3.3. collectables placement in level

5.1.3.4. obstacles placement

5.1.3.5. progressive difficulty

5.1.3.6. placement balance

5.1.3.7. introduction on new mechanics

5.1.3.8. theme consistency

5.1.4. Visuals - Game

5.1.4.1. enemy asset(s)

5.1.4.1.1. idle state + animation

5.1.4.1.2. walk state + animation

5.1.4.1.3. jump + animation

5.1.4.1.4. fall state + animation

5.1.4.1.5. damage state + animation

5.1.4.1.6. dying state + animation

5.1.4.1.7. status effect state(s) + animation(s)

5.1.4.1.8. damage special fx feedback animation

5.1.4.2. character asset

5.1.4.2.1. attack special fx feedbacl animation

5.1.4.3. obstacles assets

5.1.4.4. background layer 1 graphics

5.1.4.5. background layer 2 graphics

5.1.4.6. gameplay level

5.1.4.6.1. ground graphics

5.1.4.6.2. platform graphics

5.1.5. Sound

5.1.5.1. BGM

5.1.5.2. enemy attack sound fx

5.1.5.3. enemy attack hit character sound fx

5.1.5.4. character collectables sound fx

5.1.6. Functionality

5.1.6.1. background layer 1 scrolling

5.1.6.2. background layer 2 scrolling

5.1.6.3. gameplay level

5.1.6.3.1. ground scrolling

5.1.6.3.2. platform scrolling

5.1.6.4. enemy A.I

5.1.6.4.1. movement is present

5.1.6.4.2. attack is present

5.1.6.4.3. action is present

5.2. Level 2

5.2.1. Visuals - Non-diegetic UI

5.2.1.1. new mechanics instructions

5.2.1.2. objectives instructions

5.2.2. Usability

5.2.2.1. new mechanics instructions contrasts from all types of background

5.2.2.2. objectives instructions contrasts from all types of background

5.2.2.3. instructions are positioned

5.2.2.3.1. to capture attention of player

5.2.2.3.2. to not obstruct gameplay

5.2.2.4. 2 types of fonts or less are used

5.2.3. Design

5.2.3.1. level layout

5.2.3.2. enemies placement in level

5.2.3.3. collectables placement in level

5.2.3.4. obstacles placement

5.2.3.5. progressive difficulty

5.2.3.6. placement balance

5.2.3.7. introduction on mechanics extension/new mechanics

5.2.3.8. theme consistency

5.2.4. Visuals - Game

5.2.4.1. enemy asset(s)

5.2.4.1.1. idle state + animation

5.2.4.1.2. walk state + animation

5.2.4.1.3. jump state + animation

5.2.4.1.4. fall state + animation

5.2.4.1.5. damage state + animation

5.2.4.1.6. dying state + animation

5.2.4.1.7. status effect state(s) + animation(s)

5.2.4.1.8. damage special fx feedback animation

5.2.4.2. character asset

5.2.4.2.1. attack special fx feedback animation

5.2.4.3. obstacles assets

5.2.4.4. background layer 1 graphics

5.2.4.5. background layer 2 graphics

5.2.4.6. gameplay level

5.2.4.6.1. ground graphics

5.2.4.6.2. platform graphics

5.2.5. Sound

5.2.5.1. BGM

5.2.5.2. enemy attack sound fx

5.2.5.3. enemy attack hit character sound fx

5.2.5.4. character collects collectables sound fx

5.2.6. Functionality

5.2.6.1. background layer 1 scrolling

5.2.6.2. background layer 2 scrolling

5.2.6.3. gameplay level

5.2.6.3.1. ground scrolling

5.2.6.3.2. platform scrolling

5.2.6.4. enemy A.I

5.2.6.4.1. movement is present

5.2.6.4.2. attack is present

5.2.6.4.3. action is present

5.3. Level 3

5.3.1. Visuals - Non-diegetic UI

5.3.1.1. new mechanics instructions

5.3.1.2. objectives instructions

5.3.2. Usability

5.3.2.1. new mechanics instructions contrasts from all types of background

5.3.2.2. objectives instructions contrasts from all types of background

5.3.2.3. instructions are positioned

5.3.2.3.1. to capture attention of player

5.3.2.3.2. to not obstruct gameplay

5.3.2.4. 2 types of fonts or less are used

5.3.3. Design

5.3.3.1. level layout

5.3.3.2. enemies placement in level

5.3.3.3. collectables placement in level

5.3.3.4. obstacles placement

5.3.3.5. progressive difficulty

5.3.3.6. placement balance

5.3.3.7. introduction on mechanics extension

5.3.3.8. theme consistency

5.3.4. Visuals - Game

5.3.4.1. enemy asset(s)

5.3.4.1.1. idle state + animation

5.3.4.1.2. walk state + animation

5.3.4.1.3. jump state + animation

5.3.4.1.4. fall state + animation

5.3.4.1.5. damage state + animation

5.3.4.1.6. dying state + animation

5.3.4.1.7. status effect state(s) + animation(s)

5.3.4.1.8. damage special fx feedback animation

5.3.4.2. character asset

5.3.4.2.1. attack special fx feedback animation

5.3.4.3. obstacles assets

5.3.4.4. background layer 1 graphics

5.3.4.5. background layer 2 graphics

5.3.4.6. background layer 1 scrolling

5.3.4.7. background layer 2 scrolling

5.3.4.8. gameplay level

5.3.4.8.1. ground graphics

5.3.4.8.2. platform graphics

5.3.5. Sound

5.3.5.1. BGM

5.3.5.2. enemy attack sound fx

5.3.5.3. enemy attack hit character sound fx

5.3.5.4. character collects collectables sound fx

5.3.6. Functionality

5.3.6.1. background layer 1 scrolling

5.3.6.2. background layer 2 scrolling

5.3.6.3. gameplay level

5.3.6.3.1. ground scrolling

5.3.6.3.2. platform scrolling

5.3.6.4. enemy A.I

5.3.6.4.1. movement is present

5.3.6.4.2. attack is present

5.3.6.4.3. action is present

6. Pause Screen

6.1. Visuals - UI

6.1.1. darken screen

6.1.2. pause caption

6.1.3. instructions to unpause

6.2. Usability

6.2.1. pause caption can be clearly seen

6.2.2. instructions can be clearly seen

6.2.3. pause caption is positioned at point of focus using rules od third

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

6.2.5. caption contrasts from background

6.3. Functionality

6.3.1. unpause key

7. Gameover Screen

7.1. Visuals

7.1.1. transition to screen animation

7.1.2. game over caption

7.1.3. restart level button

7.1.3.1. neutral state

7.1.3.2. mouse over state

7.1.3.3. hit state + animation

7.1.4. back to title button

7.1.4.1. neutral state if applicable

7.1.4.2. mouse over state if applicable

7.1.4.3. hit state + animation if applicable

7.1.5. background graphics

7.1.6. exit screen transition animation

7.2. Sound

7.2.1. BGM non loop

7.2.2. restart level button

7.2.2.1. mouse over sound fx

7.2.2.2. hit sound fx

7.2.3. back to title button

7.2.3.1. mouse over sound fx if applicable

7.2.3.2. hit sound fx if applicable

7.3. Usability

7.3.1. buttons can be clearly seen

7.3.2. gameover caption is positioned at point of focus using rules of thirds

7.3.3. gameover caption size occupies at least 1/5 of screen

7.3.4. caption contrasts from background

7.4. Functionality

7.4.1. restart level button

7.4.2. back to title button

8. Victory Screen

8.1. Visuals

8.1.1. transitions to screen animation

8.1.2. victory caption

8.1.3. next level button

8.1.3.1. neutral state

8.1.3.2. mouse over state

8.1.3.3. hit state + animation

8.1.4. background graphics

8.1.5. exit screen transition animation

8.1.6. score display if applicable

8.1.7. collectables display + icon if applicable

8.2. Sound

8.2.1. BGM

8.2.2. next level button

8.2.2.1. mouse over sound fx

8.2.2.2. hit sound fx

8.3. Usability

8.3.1. buttons can be clearly seen

8.3.2. victory caption is positioned at point of focus using rules of third

8.3.3. victory caption size occupies at least 1/5 screen

8.3.4. caption contrasts from background

8.3.5. score display contrast from background is applicable

8.3.6. collectables display + icon contrasts from background is applicable

8.4. Functionality

8.4.1. restart level button

8.4.2. back to title button