1. Introduction Screen
1.1. Visuals
1.1.1. Studio Logo Animation
1.1.1.1. 5 sec
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 Contrasts 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
2.1.3. Start Game Button
2.1.3.1. Neutral State
2.1.3.2. Mouse-Over State
2.1.3.3. Click State + Animation
2.1.4. Options Button
2.1.4.1. Neutral State*
2.1.4.2. Mouse-Over State*
2.1.4.3. Click State + Animation*
2.1.5. Credits Button
2.1.5.1. Neutral State*
2.1.5.2. Mouse-Over State*
2.1.5.3. Click-State + Animation*
2.1.6. Copyright Statement
2.1.7. Background Graphics
2.1.8. Exit Screen Transition Animation
2.2. Sound
2.2.1. BGM
2.2.2. Start Game Button
2.2.2.1. Mouse-Over State SFX
2.2.2.2. Click State SFX
2.2.3. Options Button
2.2.3.1. Mouse-Over State SFX*
2.2.3.2. Click State SFX*
2.2.4. Credits Button
2.2.4.1. Mouse-Over State SFX*
2.2.4.2. Click State SFX*
2.3. Usability
2.3.1. Buttons Can Be Seen Clearly
2.3.2. Logo Is Positioned At Point Of Focus (Rule Of Thirds)
2.3.3. Logo Size Occupies At Least 1/4 Of Screen
2.3.4. Logo Contrasts With Background
2.4. Functionality
2.4.1. Start Game Button
2.4.2. Options Button*
2.4.3. Credits Button*
3. Credits Screen
3.1. Visuals
3.1.1. Enter Screen Transition Animation
3.1.2. Names & Roles Display
3.1.3. Source Credits Display
3.1.4. Exit Button
3.1.4.1. Neutral State
3.1.4.2. Mouse-Over State
3.1.4.3. Click State + Animation
3.1.5. Background Graphics
3.1.6. Exit Screen Transition Animation
3.2. Sound
3.2.1. BGM
3.2.2. Exit Button
3.2.2.1. Mouse-Over SFX
3.2.2.2. Click SFX
3.3. Usability
3.3.1. Exit Button
3.3.1.1. Can Be Seen Clearly
3.3.1.2. Positioned At Lower Left/Lower Right Of Screen
3.4. Functionality
3.4.1. Exit Button
4. Gameplay Screen
4.1. Visuals
4.1.1. Non-Diegetic UI
4.1.1.1. HP Bar/Icon
4.1.1.1.1. Neutral Animation
4.1.1.1.2. Increase Feedback Animation
4.1.1.1.3. Decrease Feedback Animation
4.1.1.2. Skill/MP Bar
4.1.1.2.1. Neutral Animation
4.1.1.2.2. Increase Feedback Animation
4.1.1.2.3. Decrease Feedback Animation
4.1.1.3. Switch Skill Icons
4.1.1.4. Score Display
4.1.1.5. Money Credits Display + Icon
4.1.1.6. Collectables Display + Icon
4.1.1.7. Obtain Collectables Feedback Animation
4.1.2. Spatial UI
4.1.2.1. Character Damage Number Display + Animation
4.1.2.2. Enemy Damage Number Display + Animation
4.1.2.3. Character Emoticons Icons
4.2. Usability
4.2.1. HP Bar/Icon & Skill/MP Bar Height About 1/5 Of Screen
4.2.2. HP Bar/Icon & Skill/MP Bar Width About 1/3 Of Screen
4.2.3. UI Is Laid Out With Reference To Rule Of Thirds/Golden Ration
4.2.4. UI Is Laid Out With Consideration Of User Reading Order
4.2.5. __________ Contrast(s) With All Types Of Backgrounds
4.2.5.1. HP Bar/Icon
4.2.5.2. Skill/MP Bar
4.2.5.3. Switch Skill Icons
4.2.5.4. Score Display
4.2.5.5. Money Credits Display + Icon
4.2.5.6. Collectables Display + Icon
4.2.5.7. Damage Number Display
4.3. Functionality
4.3.1. HP Bar/Icon Will Increase/Decrease With Gameplay
4.3.2. Skill?MP Bar Will Increase/Decrease With Gameplay
4.3.3. Skills Icons Can Be Switched
4.3.4. Score Display Updates With Gameplay
4.3.5. Money Credits Display Updates With Gameplay
4.3.6. Collectables Display Updates With Gameplay
5. In-Game General
5.1. Design
5.1.1. Layout
5.1.1.1. Level 1
5.1.1.2. Level 2
5.1.1.3. Level 3
5.1.2. Enemies Placement
5.1.2.1. Level 1
5.1.2.2. Level 2
5.1.2.3. Level 3
5.2. Visuals
5.2.1. Character Asset
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. Damaged State + Animation
5.2.1.7. Dying State + Animation
5.2.1.8. Status Effect State(s) + Animation(s)
5.2.1.9. Attack State(s) + Animation(s)
5.2.1.10. Damaged SFX Feedback Animation
5.2.1.11. Walk SFX Feedback Animation
5.2.1.12. Attack SFX Feedback Animation
5.2.1.13. Fall SFX Feedback Animation
5.2.1.14. Invincibility Animation
5.2.2. Collectables Graphics
5.2.3. Collectables State SFX Animation (Attractive)
5.2.4. Character Collects Collectables SFX Animation
5.3. Usability
5.3.1. Character Is Centralised In Middle Column
5.3.2. Character Is Positioned Along Lower Line In Rule Of Thirds
5.3.3. Sufficient Space On Sides For Players To See Enemies/Obstacles
5.3.4. Character Invincibility Lasts __ Seconds
5.4. Functionality
5.4.1. Movement & Action Correspond To Correct Keys
5.4.2. Character HP Decreases According To Damage Number When Damaged
5.5. Sound
5.5.1. BGM
5.5.2. Character Attack SFX
5.5.2.1. Land On Enemy
5.5.2.2. Miss
5.5.3. Character Collects Collectables SFX
5.5.4. Character Heals SFX
6. Level 1 (Tutorial)
6.1. Visuals
6.1.1. Non-Diegetic UI
6.1.1.1. Movement
6.1.1.1.1. Instructions
6.1.1.1.2. Keys Icons
6.1.1.2. Action/Attack
6.1.1.2.1. Instructions
6.1.1.2.2. Keys Icons
6.1.1.3. Objectives Instruction
6.1.2. Game
6.1.2.1. Assets(s)
6.1.2.1.1. Enemy
6.1.2.1.2. Character
6.1.2.1.3. Obstacles
6.1.2.2. Background Layer Graphics
6.1.2.2.1. Layer 1
6.1.2.2.2. Layer 2
6.1.2.3. Gameplay Level
6.1.2.3.1. Ground Graphics
6.1.2.3.2. Platform Graphics
6.2. Usability
6.2.1. __________ Contrast(s) With All Types Of Backgrounds
6.2.1.1. Movement...
6.2.1.1.1. Instructions
6.2.1.1.2. Keys Icons
6.2.1.2. Action/Attack...
6.2.1.2.1. Instructions
6.2.1.2.2. Keys Icons
6.2.1.3. Objectives Instructions
6.2.2. Instruction Are Positioned To...
6.2.2.1. Capture Player's Attention
6.2.2.2. Not Obstruct Gameplay
6.2.3. 1-2 Types Of Fonts Are Used
6.3. Design
6.3.1. Level Layout
6.3.2. Enemies Placement
6.3.3. Collectables Placement
6.3.4. Obstacles Placement
6.3.5. Progressive Difficulty
6.3.6. Placement Balance
6.3.7. Introduction Of New Mechanics
6.3.8. Theme Consistency
6.4. Sound
6.4.1. BGM
6.4.2. Enemy Attack SFX
6.4.2.1. Land On Character
6.4.2.2. Miss
6.4.3. Character Collects Collectable SFX
6.5. Functionality
6.5.1. Background Layer Scrolling
6.5.1.1. Layer 1
6.5.1.2. Layer 2
6.5.2. Gameplay Level Scrolling
6.5.2.1. Ground
6.5.2.2. Platform
6.5.3. Enemy A.I.
6.5.3.1. Movement Is Present
6.5.3.2. Attack Is Present
6.5.3.3. Action Is Present
7. Level 2
7.1. Visuals
7.1.1. Non-Diegetic UI
7.1.1.1. New Mechanics Instructions
7.1.1.2. Objectives Instructions
7.1.2. Game
7.1.2.1. Assets(s)
7.1.2.1.1. Enemy
7.1.2.1.2. Character
7.1.2.1.3. Obstacles
7.1.2.2. Background Layer Graphics
7.1.2.2.1. Layer 1
7.1.2.2.2. Layer 2
7.1.2.3. Gameplay Level
7.1.2.3.1. Ground Graphics
7.1.2.3.2. Platform Graphics
7.2. Usability
7.2.1. __________ Contrasts With All Types Of Backgrounds
7.2.1.1. New Mechanics Instructions
7.2.1.2. Objectives Instructions
7.2.2. Instructions Are Positioned To...
7.2.2.1. Capture Player's Attention
7.2.2.2. Not Obstruct Gameplay
7.2.3. 1-2 Types Of Fonts Are Used
7.3. Design
7.3.1. Level Layout
7.3.2. Enemies Placement
7.3.3. Collectables Placement
7.3.4. Obstacles Placement
7.3.5. Progressive Difficulty
7.3.6. Placement Balance
7.3.7. Introduction On Mechanics Extension/New Mechanics
7.3.8. Theme Consistency
7.4. Sound
7.4.1. BGM
7.4.2. Enemy Attack SFX
7.4.2.1. Land On Character
7.4.2.2. Miss
7.4.3. Character Collects Collectable SFX
7.5. Functionality
7.5.1. Background Layer Scrolling
7.5.1.1. Layer 1
7.5.1.2. Layer 2
7.5.2. Gameplay Level Scrolling
7.5.2.1. Ground
7.5.2.2. Platform
7.5.3. Enemy A.I.
7.5.3.1. Movement Is Present
7.5.3.2. Attack Is Present
7.5.3.3. Action Is Present
8. Level 3
8.1. Visuals
8.1.1. Non-Diegetic UI
8.1.1.1. New Mechanics Instructions
8.1.1.2. Objectives Instructions
8.1.2. Game
8.1.2.1. Assets(s)
8.1.2.1.1. Enemy
8.1.2.1.2. Character
8.1.2.1.3. Obstacles
8.1.2.2. Background Layer Graphics
8.1.2.2.1. Layer 1
8.1.2.2.2. Layer 2
8.1.2.3. Gameplay Level
8.1.2.3.1. Ground Graphics
8.1.2.3.2. Platform Graphics
8.2. Usability
8.2.1. __________ Contrasts With All Types Of Backgrounds
8.2.1.1. New Mechanics Instructions
8.2.1.2. Objectives Instructions
8.2.2. Instructions Are Positioned To...
8.2.2.1. Capture Player's Attention
8.2.2.2. Not Obstruct Gameplay
8.2.3. 1-2 Types Of Fonts Are Used
8.3. Design
8.3.1. Level Layout
8.3.2. Enemies Placement
8.3.3. Collectables Placement
8.3.4. Obstacles Placement
8.3.5. Progressive Difficulty
8.3.6. Placement Balance
8.3.7. Introduction On Mechanics Extension/New Mechanics
8.3.8. Theme Consistency
8.4. Sound
8.4.1. BGM
8.4.2. Enemy Attack SFX
8.4.2.1. Land On Character
8.4.2.2. Miss
8.4.3. Character Collects Collectable SFX
8.5. Functionality
8.5.1. Background Layer Scrolling
8.5.1.1. Layer 1
8.5.1.2. Layer 2
8.5.2. Gameplay Level Scrolling
8.5.2.1. Ground
8.5.2.2. Platform
8.5.3. Enemy A.I.
8.5.3.1. Movement Is Present
8.5.3.2. Attack Is Present
8.5.3.3. Action Is Present
9. Pause Screen
9.1. Visuals - UI
9.1.1. Darkens Screen
9.1.2. Pause Captions
9.1.3. Instructions To Unpause
9.2. Usability
9.2.1. Pause Caption Can Be Seen Clearly
9.2.2. Instructions Can Be Seen Clearly
9.2.3. Pause Caption Is Positioned At Point Of Focus (Rule Of Thirds)
9.2.4. Pause Caption Size Occupies At Least 1/6 Of Screen
9.2.5. Pause Caption Contrasts With Background
9.3. Functionality
9.3.1. Unpause Key
10. Game Over Screen
10.1. Visuals
10.1.1. Transition To Screen Animation
10.1.2. Game Over Caption
10.1.3. Restart Level Button
10.1.3.1. Neutral State
10.1.3.2. Mouse-Over State
10.1.3.3. Click State + Animation
10.1.4. Back To Title Button
10.1.4.1. Neutral State*
10.1.4.2. Mouse-Over State*
10.1.4.3. Click State + Animation*
10.1.5. Background Graphics
10.1.6. Exit Screen Transition Animation
10.2. Sound
10.2.1. BGM (No Loop)
10.2.2. Restart Level Button
10.2.2.1. Mouse-Over SFX
10.2.2.2. Click SFX
10.2.3. Back To Title Screen
10.2.3.1. Mouse-Over SFX*
10.2.3.2. Click SFX*
10.3. Usability
10.3.1. Buttons Can Be Seen Clearly
10.3.2. Game Over Caption Is Positioned At Point Of Focus (Rule Of Thirds)
10.3.3. Game Over Caption Occupies At Least 1/5 Of Screen
10.3.4. Game Over Caption Contrasts With Background
11. Victory Screen
11.1. Visuals
11.1.1. Transition To Screen Animation
11.1.2. Victory Caption
11.1.3. Next Level Button
11.1.3.1. Neutral State
11.1.3.2. Mouse-Over State
11.1.3.3. Click State + Animation
11.1.4. Background Graphics
11.1.5. Exit Screen Transition Animation
11.1.6. Score Display*
11.1.7. Collectables Display + Icon*
11.2. Sound
11.2.1. BGM
11.2.2. Next Level Button
11.2.2.1. Mouse-Over SFX
11.2.2.2. Click SFX
11.3. Usability
11.3.1. Buttons Can Be Seen Clearly
11.3.2. Victory Caption Is Positioned At Point Of Focus (Rule Of Thirds)
11.3.3. Victory Caption Size Occupies At Least 1/5 Of Screen
11.3.4. Victory Caption Contrasts With Background
11.3.5. Score Display Contrasts With Background*
11.3.6. Collectables Display + Icon Contrasts With Background*
11.4. Functionality
11.4.1. Restart Level Button
11.4.2. Back To Title