1. THEN HERE
2. Level 2
2.1. Visuals - Non-diegetic UI
2.1.1. New mechanics instruction
2.1.2. Objective instructions
2.2. Usability
2.2.1. New mechanics instructions are clear and visible on all types of backgrounds
2.2.2. Objective instructions are clear and visible on all types of backgrounds
2.2.3. Instructions are positioned and captures the attention of the player, does not obstruct gameplay
2.2.4. 2 types of fonts or less are used
2.3. Design
2.3.1. Theme consistency
2.3.2. New mechanics introduction
2.3.3. Balanced placement
2.3.4. Difficulty progresses
2.3.5. Obstacles are placed in the level
2.3.6. Collectibles are placed in the level
2.3.7. Enemies are placed in the level
2.3.8. Level layout
2.4. Visuals - Game
2.4.1. Enemy asset
2.4.1.1. Idle animation
2.4.1.2. Walk animation
2.4.1.3. Jump animtaion
2.4.1.4. Fall animation
2.4.1.5. Damage animation
2.4.1.6. Dying animation
2.4.1.7. Status effect animation
2.4.1.8. Damage special feedback animation
2.4.1.9. Attack special feedback animation
2.4.2. Obstacle assets
2.4.3. Layer 1 and 2 background graphics
2.4.4. Gameplay level ground and platform graphics
2.5. Sound
2.5.1. Background music plays
2.5.2. Enemy attack sound and enemy hit character sound
2.5.3. Character collects collectibles sound
2.6. Functionality
2.6.1. Background level 1 and 2 scrolling
2.6.2. Gameplay level for ground and platform scroling
2.6.3. Enemy AI movement/attack/action is present
3. Level 3
3.1. Visuals - Non-diegetic UI
3.1.1. Objective instructions
3.1.2. New mechanics instruction
3.2. Usability
3.2.1. 2 types of fonts or less are used
3.2.2. Instructions are positioned and captures the attention of the player, does not obstruct gameplay
3.2.3. Objective instructions are clear and visible on all types of backgrounds
3.2.4. New mechanics instructions are clear and visible on all types of backgrounds
3.3. Design
3.3.1. Theme consistency
3.3.2. New mechanics introduction
3.3.3. Balanced placement
3.3.4. Difficulty progresses
3.3.5. Obstacles are placed in the level
3.3.6. Collectibles are placed in the level
3.3.7. Enemies are placed in the level
3.3.8. Level layout
3.4. Visuals - Game
3.4.1. Enemy asset
3.4.1.1. Idle animation
3.4.1.2. Walk animation
3.4.1.3. Jump animtaion
3.4.1.4. Fall animation
3.4.1.5. Damage animation
3.4.1.6. Dying animation
3.4.1.7. Status effect animation
3.4.1.8. Damage special feedback animation
3.4.1.9. Attack special feedback animation
3.4.2. Obstacle assets
3.4.3. Layer 1 and 2 background graphics
3.4.4. Gameplay level ground and platform graphics
3.5. Sound
3.5.1. Background music plays
3.5.2. Enemy attack sound and enemy hit character sound
3.5.3. Character collects collectibles sound
3.6. Functionality
3.6.1. Background level 1 and 2 scrolling
3.6.2. Gameplay level for ground and platform scroling
3.6.3. Enemy AI movement/attack/action is present
4. Pause Screen
4.1. Visuals - UI
4.1.1. Screen darkens
4.1.2. Pause caption
4.1.3. Instructions to unpause
4.2. Usability
4.2.1. Pause caption is clear and visible
4.2.2. Instructions are clear and visible
4.2.3. Pause caption is positioned at 1/3 of screen, and occupies at least 1/6 of the screen
4.2.4. Caption is clear and visible
4.3. Functionality
4.3.1. Unpause key
5. Gameover Screen
5.1. Visuals
5.1.1. Transition animation to screen
5.1.2. Game over caption
5.1.3. "Restart Level" in neutral/mouse over/hit state
5.1.4. "Back to Title" in neutral/mouse over/hit state
5.1.5. Background graphics
5.1.6. Transition animation when exiting screen
5.2. Sound
5.2.1. Non loop BGM
5.2.2. "Restart Level" mouse over/hit sound effects
5.2.3. "Back to Title" mouse over/hit sound effects
5.3. Usability
5.3.1. Buttons is clear and visible
5.3.2. Game over caption is positioned at rule of thirds, and occupies at least 1/5 of the screen
5.3.3. Caption is clear and visible
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" in its neutral/mouse over/hit state
6.1.4. Background graphics
6.1.5. Exit screen transition
6.1.6. Score display
6.1.7. Collectibles display
6.2. Sound
6.2.1. Background music plays
6.2.2. "Next Level" mouse over/hit sound effects
6.3. Usability
6.3.1. Buttons is clear and visible
6.3.2. Victory caption is positioned at rule of thirds, and occupies at least 1/5 of the screen
6.3.3. Caption is clear and visible
6.3.4. Score display is clear and visible on all backgrounds
6.3.5. Collectibles display and icon contrast from background
6.4. Functionality
6.4.1. Restart level
6.4.2. Back to title
7. Read my mindmap in a clockwise fashion
8. THEN HERE
9. THEN HERE
10. START HERE
11. Introduction Screen
11.1. Visuals
11.1.1. Studio logo appears for 5 seconds
11.1.1.1. "Skip Studio Animation"
11.1.1.1.1. In neutral state
11.1.1.1.2. Changes animation when cursor hovers over
11.2. Usability
11.2.1. Logo blends in smoothly with the background colour
11.3. Functionality
11.3.1. Skips the studio animation screen
12. Title Screen
12.1. Visuals
12.1.1. Transition animation when entering Title Screen
12.1.2. Game logo icon appears
12.1.3. "Start Game"
12.1.3.1. In neutral state
12.1.3.2. Animation occurs when cursor hovers over
12.1.3.3. Animation occurs when activated
12.1.4. "Options"
12.1.4.1. In neutral state
12.1.4.2. Animation occurs when cursor hovers over
12.1.4.3. Animation occurs when activated
12.1.5. "Credits"
12.1.5.1. In neutral state
12.1.5.2. Animation occurs when cursor hovers over
12.1.5.3. Animation occurs when activated
12.1.6. Copyright statement appears at the bottom of the screen
12.1.7. Background graphics are present at title screen
12.1.8. Transition animation when leaving the title screen
12.2. Sound
12.2.1. Background music plays during title screen
12.2.2. "Start Game"
12.2.2.1. Sound plays when cursor hovers over
12.2.2.2. Sound plays when activated
12.2.3. "Options"
12.2.3.1. Sound plays when cursor hovers over
12.2.3.2. Sound plays when activated
12.2.4. "Credits"
12.2.4.1. Sound plays when cursor hovers over
12.2.4.2. Sound plays when activated
12.3. Usability
12.3.1. Buttons are clear and visible
12.3.2. Logo is positioned at 1/3 of the screen's 9-grid
12.3.3. Logo occupies at least 1/4 of the screen
12.3.4. Logo has clear contrast from background
12.4. Functionality
12.4.1. Starts the game
12.4.2. Edit game options
12.4.3. View game credits
13. Credit Screen
13.1. Visuals
13.1.1. Transition animation when entering Credits
13.1.2. Displays "Name - Role"
13.1.3. Sources credits display
13.1.4. "Back"
13.1.4.1. In neutral state
13.1.4.2. Animation occurs when cursor hovers over
13.1.4.3. Animation occurs when activated
13.1.5. Background graphics are present at credit screen
13.1.6. Transition animation when leaving credit screen
13.2. Sound
13.2.1. Background Music plays during credit screen
13.2.2. "Back"
13.2.2.1. Sound plays when cursor hovers over
13.2.2.2. Sound plays when cursor activated
13.3. Usability
13.3.1. "Back" button is clear and visible
13.3.2. "Back" button is positioned at either the lower left/right of the screen
13.4. Functionality
13.4.1. Exit game credits
14. Gameplay Screen
14.1. Visuals
14.1.1. Non-diegetic UI
14.1.1.1. HP (Hit Points/Health) bar
14.1.1.1.1. Appears on screen
14.1.1.1.2. Animation occurs when HP is deducted
14.1.1.1.3. Animation occurs when HP is added
14.1.1.2. MP (Magic Points) bar
14.1.1.2.1. Appears on screen
14.1.1.2.2. Animation occurs when MP is deducted
14.1.1.2.3. Animation occurs when MP is added
14.1.1.3. Skill Swap icon appears on screen
14.1.1.4. Score Display appears on screen
14.1.1.5. Money Credits icon appears on screen
14.1.1.6. Collectibles Display appears on screen
14.1.1.7. Animation occurs when collectables are received
14.1.2. Spatial UI
14.1.2.1. Animation occurs to show Damage Dealt numbers
14.1.2.2. Animation occurs to show Damage Received numbers
14.1.2.3. Character emotion icons appear on screen
14.2. Usability
14.2.1. HP Bar
14.2.1.1. Clear and visible on all backgrounds
14.2.1.2. Its height is about 1/5 of the screen
14.2.2. MP Bar
14.2.2.1. Clear and visible on all backgrounds
14.2.2.2. Its width is about 1/3 of screen
14.2.3. Skill Swap icon is clear and visible on all backgrounds
14.2.4. Score Display is clear and visible on all backgrounds
14.2.5. Money Credits icon is clear and visible on all backgrounds
14.2.6. Collectibles Display is clear and visible on all backgrounds
14.2.7. UI
14.2.7.1. UI is positioned at 1/3 of the the screen's 9-grid
14.2.7.2. UI considers user reading order
14.2.8. Damage numbers is clear and visible on all backgrounds
14.3. Functionality
14.3.1. HP Bar increases and deceases with gameplay
14.3.2. MP Bar increases and decreases with gameplay
14.3.3. Skill icons can be switched
14.3.4. Score display updates with gameplay
14.3.5. Money credits display updates with gameplay
14.3.6. Collectibles display updates with gameplay
15. In-Game General
15.1. Design
15.1.1. Level 1 layout
15.1.1.1. Enemies placement
15.1.2. Level 2 layout
15.1.2.1. Enemies placement
15.1.3. Level 3 layout
15.1.3.1. Enemies placement
15.2. Visuals - Ingame
15.2.1. Character asset
15.2.1.1. Start stage animation
15.2.1.2. Idle state animation
15.2.1.3. Walking animation
15.2.1.4. Jumping animation
15.2.1.5. Falling animation
15.2.1.6. Damage animation
15.2.1.7. Dying animation
15.2.1.8. Status effects have animation
15.2.1.9. Attack animation
15.2.1.10. Air attack animation
15.2.1.11. Special damage feedback animation
15.2.1.12. Special walk feedback animation
15.2.1.13. Special attack feedback animation
15.2.1.14. Special fall feedback animation
15.2.1.15. Invincibility animation
15.2.2. Collectibles graphics
15.2.2.1. Attractive collects collectibles special animation
15.2.2.2. Character collects collectibles special animation
15.3. Usability
15.3.1. Character is centralised on the screen
15.3.2. Character is positioned along the lower lines in rules of third
15.3.3. There is sufficient space on the sides for players to see the map
15.3.4. Character invincibility lasts for 3 seconds
15.4. Functionality
15.4.1. Movement and actions correspond to the correct keys
15.4.2. Character hp decreases according to damage taken
15.5. Sound
15.5.1. Background Music plays
15.5.2. Character
15.5.2.1. Attack sound
15.5.2.2. Attack hits enemy sound
15.5.2.3. Collects collectibles sound
15.5.2.4. Heals sound
16. Level 1 - Tutorial
16.1. Visuals - Non diegetic UI
16.1.1. Movement instructions
16.1.2. Movement key icons
16.1.3. Action/Attack instructions and key icons
16.1.4. Objective instructions
16.2. Usability
16.2.1. Movement instructions is clear and visible on all backgrounds
16.2.2. Movement keys are clear and visible on all backgrounds
16.2.3. Action/Attack instructions and key icons are clear and visible on all backgrounds
16.2.4. Objective instructions are clear and visible on all backgrounds
16.2.5. Instructions are positioned and captures the attention of the player, does not obstruct gameplay
16.2.6. 2 types of fonts or less are used
16.3. Design
16.3.1. Level layout
16.3.2. Enemies are placed in the level
16.3.3. Collectibles are placed in the level
16.3.4. Obstacles are placed in the level
16.3.5. Difficulty progresses
16.3.6. Balanced placement
16.3.7. New mechanics introduction
16.3.8. Theme consistency
16.4. Visuals - Game
16.4.1. Enemy asset
16.4.1.1. Idle animation
16.4.1.2. Walk animation
16.4.1.3. Jump animtaion
16.4.1.4. Fall animation
16.4.1.5. Damage animation
16.4.1.6. Dying animation
16.4.1.7. Status effect animation
16.4.1.8. Damage special feedback animation
16.4.1.9. Attack special feedback animation
16.4.2. Obstacle assets
16.4.3. Layer 1 and 2 background graphics
16.4.4. Gameplay level ground and platform graphics
16.5. Sound
16.5.1. Background music plays
16.5.2. Enemy attack sound and enemy hit character sound
16.5.3. Character collects collectibles sound
16.6. Functionality
16.6.1. Background level 1 and 2 scrolling
16.6.2. Gameplay level for ground and platform scroling
16.6.3. Enemy AI movement/attack/action is present