Game Checklist

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Game Checklist by Mind Map: Game Checklist

1. LEVEL 1 TUTORIAL

1.1. Visuals

1.1.1. Non-diegetic UI

1.1.1.1. instructions

1.1.1.1.1. movement

1.1.1.1.2. action/attack

1.1.1.1.3. objectives

1.1.1.2. icons

1.1.1.2.1. movement key

1.1.1.2.2. action/attack

1.2. Usability

1.2.1. contrast from background

1.2.1.1. movement

1.2.1.1.1. instructions

1.2.1.1.2. icons

1.2.1.2. action/attack

1.2.1.2.1. instructions

1.2.1.2.2. icons

1.2.1.3. objectives

1.2.1.3.1. instructions

1.2.2. instructions

1.2.2.1. positioned to capture player attention

1.2.2.2. positioned to not distract gameplay

1.2.2.3. 2 or less fonts used

1.3. Design

1.3.1. level

1.3.1.1. layout

1.3.1.2. enemy palcement

1.3.1.3. collectables placement

1.3.1.4. obstacles placement

1.3.1.5. progressive difficulty

1.3.1.6. palcement balance

1.3.1.7. introduction on new mechanics

1.3.1.8. theme consistancy

1.4. Visuals

1.4.1. enemy asset(s)

1.4.1.1. idle state + animation

1.4.1.2. walk state + animation

1.4.1.3. jump state + animation

1.4.1.4. fall state + animation

1.4.1.5. damage state + animation

1.4.1.6. dying state + animation

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

1.4.1.8. damage special fx feedback animation

1.4.2. character assets

1.4.2.1. attack special fx feedback animation

1.4.3. obstacles assets

1.4.4. background layer 1/2 graphics

1.4.5. gameplay level

1.4.5.1. ground graphics

1.4.5.2. platform graphics

1.5. Sound

1.5.1. enemy

1.5.1.1. attack sound fx

1.5.1.2. enemy attack hit character sound fx

1.5.2. character

1.5.2.1. collects collectables sound fx

1.5.3. background layer 1/2 scrolling

1.5.4. gameplay level

1.5.4.1. ground scrolling

1.5.4.2. platform scrolling

1.5.5. enemy A.I.

1.5.5.1. movement is present

1.5.5.2. attack is present

1.5.5.3. action is present

1.6. Design

1.6.1. level

1.6.1.1. layout

1.6.1.2. enemy palcement

1.6.1.3. collectables placement

1.6.1.4. obstacles placement

1.6.1.5. progressive difficulty

1.6.1.6. palcement balance

1.6.1.7. introduction on new mechanics

1.6.1.8. theme consistancy

1.7. Functionality

1.7.1. theme consistancy

1.7.2. introduction on new mechanics

1.7.3. palcement balance

1.7.4. progressive difficulty

1.7.5. obstacles placement

1.7.6. collectables placement

1.7.7. enemy palcement

1.7.8. layout

2. LEVEL 2

2.1. Visuals Non-diegetic UI

2.1.1. new mechanics instructions

2.1.2. objectives instructions

2.2. Usability

2.2.1. contrast from all types of background

2.2.1.1. new mechanic instructions

2.2.1.2. objectives instructions

2.2.2. instructions

2.2.2.1. positioned to capture attention

2.2.2.2. positioned to not obstruct gameplay

2.2.3. 2 or less fonts used

2.3. Design

2.3.1. level

2.3.1.1. layout

2.3.1.2. enemy palcement

2.3.1.3. collectables placement

2.3.1.4. obstacles placement

2.3.1.5. progressive difficulty

2.3.1.6. palcement balance

2.3.1.7. introduction on new mechanics

2.3.1.8. theme consistancy

2.4. Visuals

2.4.1. enemy asset(s)

2.4.1.1. idle state + animation

2.4.1.2. walk state + animation

2.4.1.3. jump state + animation

2.4.1.4. fall state + animation

2.4.1.5. damage state + animation

2.4.1.6. dying state + animation

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

2.4.1.8. damage special fx feedback animation

2.4.2. character assets

2.4.2.1. attack special fx feedback animation

2.4.3. obstacles assets

2.4.4. background layer 1/2 graphics

2.4.5. gameplay level

2.4.5.1. ground graphics

2.4.5.2. platform graphics

2.5. Sound

2.5.1. BGM

2.5.2. enemy attack sound fx

2.5.3. enemy attack hit character sound fx

2.5.4. character collects collectables sound fx

2.6. Functionality

2.6.1. theme consistancy

2.6.2. introduction on new mechanics

2.6.3. palcement balance

2.6.4. progressive difficulty

2.6.5. obstacles placement

2.6.6. collectables placement

2.6.7. enemy palcement

2.6.8. layout

3. LEVEL 3

3.1. Visuals Non-diegetic UI

3.1.1. new mechanics instructions

3.1.2. objectives instructions

3.2. Usability

3.2.1. contrast from all types of background

3.2.1.1. new mechanic instructions

3.2.1.2. objectives instructions

3.2.2. instructions

3.2.2.1. positioned to capture attention

3.2.2.2. positioned to not obstruct gameplay

3.2.3. 2 or less fonts used

3.3. Design

3.3.1. level

3.3.1.1. layout

3.3.1.2. enemy palcement

3.3.1.3. collectables placement

3.3.1.4. obstacles placement

3.3.1.5. progressive difficulty

3.3.1.6. palcement balance

3.3.1.7. introduction on new mechanics

3.3.1.8. theme consistancy

3.4. Visuals

3.4.1. enemy asset(s)

3.4.1.1. idle state + animation

3.4.1.2. walk state + animation

3.4.1.3. jump state + animation

3.4.1.4. fall state + animation

3.4.1.5. damage state + animation

3.4.1.6. dying state + animation

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

3.4.1.8. damage special fx feedback animation

3.4.2. character assets

3.4.2.1. attack special fx feedback animation

3.4.3. obstacles assets

3.4.4. background layer 1/2 graphics

3.4.5. gameplay level

3.4.5.1. ground graphics

3.4.5.2. platform graphics

3.5. Functionality

3.5.1. theme consistancy

3.5.2. introduction on new mechanics

3.5.3. palcement balance

3.5.4. progressive difficulty

3.5.5. obstacles placement

3.5.6. collectables placement

3.5.7. enemy palcement

3.5.8. layout

3.6. Sound

3.6.1. BGM

3.6.2. enemy attack sound fx

3.6.3. enemy attack hit character sound fx

3.6.4. character collects collectables sound fx

4. PAUSE SCREEN

4.1. Visuals - UI

4.1.1. darken screen

4.1.2. pause caption

4.1.3. instructions to unpause

4.2. Usability

4.2.1. pause caption can be seen

4.2.2. instructions can be seen

4.2.3. pause caption to be positioned at point of focus

4.2.4. pause caption at least 1/6 of screen

4.2.5. caption contrasts background

4.3. Functionality

4.3.1. unpause key

5. GAME OVER SCREEN

5.1. Visuals

5.1.1. transition to screen animation

5.1.2. game over caption

5.1.3. restart level button

5.1.3.1. neutral state

5.1.3.2. mouse over state

5.1.3.3. hit state + animation

5.1.4. back to title

5.1.4.1. neutral state

5.1.4.2. mouse over state

5.1.4.3. hit state + animation

5.1.5. background graphics

5.1.6. exit screen transition animation

5.2. Sound

5.2.1. BGM (non-loop)

5.2.2. restart level button

5.2.2.1. mouse over sound fx

5.2.2.2. hit sound fx

5.2.3. back to title button

5.2.3.1. mouse over sound fx

5.2.3.2. hit sound fx

5.3. Usablity

5.3.1. buttons can be clearly seen

5.3.2. game over caption

5.3.2.1. positioned at point of focus

5.3.2.2. occupies at least 1/5 of screen

5.3.2.3. contrasts from background

5.4. Functionality

5.4.1. restart level button

5.4.2. back to title button

6. VICTORY SCREEN

6.1. Visuals

6.1.1. transition to screen animation

6.1.2. victory caption

6.1.3. next level button

6.1.3.1. neutral state

6.1.3.2. mouse over state

6.1.3.3. hit state + animation

6.1.3.4. background graphics

6.1.4. exit screen transition animation

6.1.5. score display

6.1.6. collectibles display + icon

6.2. Sound

6.2.1. BGM

6.2.2. next level button

6.2.2.1. mouse over sound fx

6.2.2.2. hit sound fx

6.3. Usability

6.3.1. buttons can be clearly seen

6.3.2. victory caption

6.3.2.1. positioned at point of focus

6.3.2.2. occupies at least 1/5 of screen

6.3.3. caption contrasts from background

6.3.4. score display contrasts from background

6.3.5. collectibles display + icon contrast from background

6.4. Functionality

6.4.1. restart level button

6.4.2. back to title button

7. INTRO SCREEN

7.1. VIsuals

7.1.1. 5 second logo animation

7.1.1.1. skip animation button

7.1.1.1.1. neutral

7.1.1.1.2. mouse over

7.2. Usablity

7.2.1. logo contrast with background

7.3. Functionality

7.3.1. skip studio animation button

8. TITLE SCREEN

8.1. Visuals

8.1.1. enter screen transition animation

8.1.2. game logo graphics

8.1.3. start game button

8.1.3.1. neutral

8.1.3.2. mouse over

8.1.3.3. hit + animation

8.1.4. options button

8.1.4.1. neutral

8.1.4.2. mouse over

8.1.4.3. hit state + animation

8.1.5. credits  button

8.1.5.1. Neutral

8.1.5.2. mouse over

8.1.5.3. hit state + animation

8.1.6. background graphicvs

8.1.7. exit screen transition animation

8.2. Sound

8.2.1. BGM

8.2.2. start game button

8.2.2.1. mouse over sound

8.2.2.2. hit sound

8.2.3. options button

8.2.3.1. mouse over sound

8.2.3.2. hit sound

8.2.4. credits button

8.2.4.1. mouse over sound

8.2.4.2. hit sound

8.3. Usablity

8.3.1. buttons clearly seen

8.3.2. logo is at point of focus ( rules of third )

8.3.3. logo occupies 1/4 of screen

8.3.4. logo contrast background

8.4. Functionality

8.4.1. start game buttion

8.4.2. options button

8.4.3. credits button

9. CREDIT SCEEN

9.1. Visuals

9.1.1. enter screen animation

9.1.2. names and roles display

9.1.3. source credit display

9.1.4. back button

9.1.4.1. neutral

9.1.4.2. mouse over state

9.1.4.3. hit state  + animation

9.1.5. background graphics

9.1.6. exit screen transition animation

9.2. Sound

9.2.1. BGM

9.2.2. back button

9.2.2.1. mouse over sound

9.2.2.2. hit siound

9.3. Usability

9.3.1. back button

9.3.1.1. clearly seen

9.3.1.2. positioned at lower right/left of screen

9.4. Functionality

9.4.1. back button

10. GAMEPLAY SCREEN

10.1. VIsuals

10.1.1. Non-diegetic UI

10.1.1.1. HP Bar

10.1.1.1.1. icons

10.1.1.1.2. decrease feedback animation

10.1.1.1.3. increase feedback animation

10.1.1.2. Skill/MP

10.1.1.2.1. Icon

10.1.1.2.2. decrease feedback animation

10.1.1.2.3. increase feedback animation

10.1.1.3. switch skill icons

10.1.1.4. score display

10.1.1.5. money credits display + icon

10.1.1.6. collectables

10.1.1.6.1. display + icon

10.1.1.6.2. obtain feedback animation

10.1.2. Spatial UI

10.1.2.1. character damage

10.1.2.1.1. number display

10.1.2.1.2. animation

10.1.2.2. enemy damage

10.1.2.2.1. number display

10.1.2.2.2. animation

10.1.2.3. character emotions icons

10.2. Usablity

10.2.1. HP bar

10.2.1.1. contrast from all types of background

10.2.1.2. height is 1/5 of screen

10.2.1.3. width is 1/3 of screen

10.2.2. MP/Skill bar

10.2.2.1. contrast from all types of background

10.2.2.2. height is 1/5 of screen

10.2.2.3. width is 1/3 of screen

10.2.3. contrast from background

10.2.3.1. switch skill icon

10.2.3.2. score display

10.2.3.3. money credits display + icon

10.2.3.4. collectables display + icon

10.2.4. UI layout

10.2.4.1. reference to the rule of third or the golden rule

10.2.4.2. considered user reading order

10.2.5. damage number display contrast all type of background

10.3. Functionality

10.3.1. Bar

10.3.1.1. HP/MP/Skill

10.3.1.1.1. increase

10.3.1.1.2. decrease

10.3.1.2. skill icons can be switched/ toggled

10.3.1.3. score display update with gameplay

10.3.1.4. money credits display updates with gameplay

10.3.1.5. collectables display updates with gameplay

10.4. In-game

10.4.1. Design

10.4.1.1. Layout

10.4.1.1.1. Level 1

10.4.1.1.2. Level 2

10.4.1.1.3. Level 3

10.4.1.2. Enemy placement

10.4.1.2.1. Level 1

10.4.1.2.2. Level 2

10.4.1.2.3. Level 3

10.4.2. Visuals

10.4.2.1. Character asset

10.4.2.1.1. animations

10.4.2.1.2. collectables

10.4.3. Usability

10.4.3.1. character

10.4.3.1.1. centralised in the middle column

10.4.3.1.2. positioned along the lower line in rule of thirds

10.4.3.1.3. able to see enemies/obstacles on either side

10.4.3.1.4. invincibility lasts 3 seconds

10.4.4. Functionality

10.4.4.1. movement correspond to correct keys

10.4.4.2. character hp decreases according to figure when hit

10.4.5. Sound

10.4.5.1. BGM

10.4.5.2. character attack sound fx

10.4.5.3. character attack hit enemy sound fx

10.4.5.4. character collects collectables sound fx

10.4.5.5. character heals sound fx