Anara Rubric: Genre: Platformer
Pillar Overview
The geometry of the vision. This rubric measures the project's precision in jump-physics, level design, and the tactile feel of character movement through space.
Analytical Performance Matrix
| Criterion | Weight | SLOP (0-2) | FUNCTIONAL (3-5) | Professional (6-8) | ELITE (Visionary) (9-10) |
|---|---|---|---|---|---|
| Jump Precision | 40% | Inconsistent jump heights; no variable jump height; "Floaty" physics. | Basic air-control; fixed jump-arc; some jitter on landing. | Variable jump-height; coyote-time; jump-buffering; snappy gravity fall-off. | Frame-perfect jump-feel; custom physics integrator; pixel-perfect landing logic. |
| Tactile Movement | 25% | Slippery floors; immediate acceleration/deceleration; no weight behind movement. | Basic lerp() for movement, but lacks 'friction' or 'air-drag' nuances. |
Smooth acceleration curves; distinct floor/air friction values; responsive turn-rates. | Procedural motion-tuning; context-aware movement (Slide, Wall-run, Crouch). |
| Level Flow | 20% | Blind-jumps; unaligned tilemaps; no visual guidance for the player's path. | Functional levels, but lacks 'Breadcrumbs' or environmental story-telling. | Strategic level-design; clear "Signposting"; optimized collision layouts. | Cinematic level-pacing; procedural/dynamic geometries; the design guides the soul. |
| Interaction Polish | 15% | Standard death-warp; no particles on jump/land; generic "Bloop" jump sound. | Basic particles on jump; simple camera-shake; functional audio-triggers. | High-fidelity FX (Dust-clouds, Squash/Stretch); procedural camera follow-logic. | Transcendent feedback; the world reacts to the player's impact; zero-latency juice. |
Visionary Diagnostic Hooks
- Is the jump a leap of faith or a leap of logic?
- Does the player fight the camera more than the enemy?
- When the hero hits the ground, does the vision feel the shock?
🌟 Visionary's Final Decree
To reach Elite status, movement must be 'Invisible'. The player shouldn't think about the 'Jump'; they should think about the 'Destination'. Use Coyote Time and Jump Buffering as the invisible hands that help the player succeed. Complexity should support the feel, never obstruct it.
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