SLA
SLA
Directions
Scene 1 (Main Menu) : Main Menu Scene - Click the Start button to enter the game. Click the Overview button to view the brief introductions of the three game scenes. Click the Credit button to view the detailed information of the game creator. Click the Setting button to control the size of the background music and click the size of the sound effect. Click the Help button to view the game description and help information.
Scene 2 (Boat) : Sea Scene - Players drive boat shuttling among multiple small islands to simulate the floating of real water bodies. This mode emphasizes the combination of flexible movement and survival challenges.
Scene 3 (Tank) : Land Scene - Players drive the tank in the battlefield composed of forests and camps. Players need to kill the targets and test their operational reactions and movement strategies.
Scene 4 (Warplane) : Air Scene - Players will control the warplane in the scene and conduct high-altitude shooting through lifting, turning and advancing. This scene highlights stereoscopic maneuvering operations and aerial shooting.
Game Scene (Scene 2, 3, 4): There is score information in the upper right corner of the screen. On the left side, there are time information, player health information and two buttons. The Setting button can be used to replay the game and return to the home page. The Help button can be used to view player control information and monster information. There is a panel at the bottom of the screen, which contains a scene introduction and two buttons for switching scenes.
UX and UI discussion
1. Clean and Clear
The interface is minimalist, focusing the player's attention on core interactions such as shooting and movement. All menu buttons are clearly labeled with intuitive operations and are adequately spaced for comfortable tapping. The game HUD shows the score, time, and health points clearly visible.
2. Visual Consistency
All scenes adopt a consistent low-polygon cartoon military style. Buttons adopt a unified pixel art style with rounded borders and light red tones, which complement the wooden UI panels. Fonts and icon sets are consistent across scenes, maintaining a coherent visual image.
3. Hierarchical Layout
Priority functions such as "Start Game" and "Reset" are located at the top or center for quick access. Related UI elements are grouped together, such as the "Move", "Rotate", and "Scale" controls in the edit panel. The menu hierarchy avoids deep nesting; all key functions can be completed with just one or two clicks.
4. Feedback and Visibility
All interactive buttons have hover animations and click-to-zoom effects to provide instant feedback. Actions such as scoring, losing a heart, or winning trigger visual and audio cues. Victory and Game Over screens use full screen popups with clear results and next buttons.
5. User Control and Freedom
Players are free to select any scenario from the main menu, with no forced order. A "Reset" button is always available in edit mode to undo accidental changes. Menus allow players to quit, retry, or switch scenarios without penalty or loss of progress.
6. Accessibility and Guidance
Help screens with visual icons ensure new players get clear cues right away. Directional cues help guide player interactions naturally. Settings panel adjusts music/volume for comfort and customization.
Submission of Assessment 3 for PROG2001.
Sylvia, Team SLA.
| Status | Released |
| Platforms | HTML5 |
| Author | Suya Zhang |
| Made with | Unity |

Comments
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It ran surprisingly well in the browser. The load time was short, and I didn’t experience any major lag. Even the animations and effects played smoothly. I was playing on a mid-range laptop, and everything—from movement to scoring—felt responsive. It's great to see a WebGL game with this level of detail and polish. I’d honestly love to see a mobile version in the future!
The tank scene really impressed me with its sense of control and style. The way the tank moves—slow but steady—feels just right for a ground vehicle, and the sound effects really support that heavy-duty vibe. The red star on the tank adds a great visual highlight, and the training ground layout (with fences, targets, and buildings) feels intentional and layered. I always knew where I could go and what I needed to do. It’s grounded but not boring, and the visual clarity makes it easy to stay focused on the action.
I like the core setup of the tank scene—it’s clear and responsive—but I think the pacing could be improved with a bit more variation. Most enemies appear at similar speeds and in similar places, so after a few minutes the challenge feels a little predictable. Maybe adding moving obstacles, randomized enemy spawns, or even a timed score challenge could help increase replayability. Overall the foundation is great, and I’d love to see more dynamic elements layered on top.
I was pleasantly surprised by the audio feedback—it’s subtle but effective. Each button has a distinct click sound, and the music fits the military-cartoon theme really well. I also liked how the score update was paired with a star bounce animation. These little touches made everything feel polished. The pause and game over screens fade in nicely too, with just the right timing. One suggestion: maybe add sound effects when hearts are lost to increase the sense of urgency.
The interaction design is intuitive and beginner-friendly. I could immediately understand how to move, shoot, and reset my character, and each control responded without delay. I appreciate how every scene uses the same HUD layout—it helped me focus on playing instead of learning a new layout each time. The scoring system is simple but rewarding, and I liked how the star icon lights up when you earn a point. Maybe in the future, a mini “combo” or “streak” system would add more excitement—but as is, it already works very well!