1.5 Success Criteria

Level Design

Ref. No.
Criterion
Justification
Reference

1

The game is challenging but completable

This keeps the player engaged but not to get frustrated with it. If the game is too difficult no one will want to play it.

2

Enemies would give another challenge

This gives the player a sense of the unknown and keeps them on their toes when playing, as there is an active danger to them.

3

Each enemy is varied and has a unique visual to it

This give more to explore and keeps the player interested. These different planets act like levels, with them getting more dangerous as you progress.

4

The game gets more difficult as you progress

There should be some increased risk when you progress through the game.

5

There must be some sort of obstacle

Each planet must have an increasing blockade or obstacle that the player must get through to be able to progress further, making them problem solve.

6

All puzzles should not require more than 1 person

If there's any puzzle that requires the player to be in two places at once, then it's simply unplayable.

7

Add waves to each enemy

This means that the game is more predictable and this in turn means that the game is testing the players skill.

Mechanics

Ref. No.
Criterion
Justification
Reference

8

The player must be able to move

Movement is a key part of the game and there wouldn't be a game without it.

9

There must be collision detection

Otherwise you would be able to leave the map and wouldn't interact with the environment and enemies around you.

10

Fixed camera view

A fixed camera view allows for a wide view of what you're doing and the surrounding environment.

11

High Score

The game must keep track of the highest score the player achieves

User Interface

Ref. No.
Criterion
Justification
Reference

12

There must be a menu for the player

This allows for easy and quick navigation to continue or restart the game. It should be easy to use and make sense for the player.

13

The player must smoothly change between the game and menu

The menu should smoothly change to the game for a smooth UI experience.

14

There must be a pause menu for the player with several options

This allows the player to get up and do something else without having to save and quit, or without having the game continue running in the background.

15

The game must save

Without saving the player would have to restart everything when they come back which would get extremely infuriating for the player, and the game would be unpopular.

16

The player should be allowed to restart if they like

There must be a way for the user to restart the game from the main menu or the pause menu (or both) so that they are able to try the game again and try a different approach.

17

The menu must be clearly laid out and coloured appropriately

The menu needs to be clear so that the player can easily navigate it and it needs to be properly coloured to game, or the planet colour you're selecting for example.

Non-functional

These are features which are not descriptions of functionality. They are more like suitability, such as age rating appropriateness, or performance of algorithms/response times for UI etc.

Ref. No.
Criterion
Justification
Reference

18

The game must run without crashing for an extended time

Crashes make the game annoying to play and it draws the player out of the game.

19

The game must run at at least 30 frames per second

The game must be smooth to play and not jittery or hard to see what's happening. Any lower and the game becomes more difficult to play and doesn't provide a good experience.

20

The game must be appropriate for the age of the audience of the game

A game should be suited for the people that are likely to be playing it and should not go out of those guidelines through the duration of the game.

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