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