The player will see a word in language „one“ on the screen. While this word is displayed, a word in language „two“ will fall down on the screen. The player will have to choose if the falling word is the correct translation or a wrong translation. The player needs to answer, before the word reaches the bottom of the screen. A counter that gives the player feedback should be included.
Time invested ~ 8h Time planing:
- architecting and modeling — 30min
- working on file reader (writing first draft version, refactoring) — 1h
- implementing Models — 30min
- implementing game logic — 3h
- design — 30min
- tests and refactoring — 2-3h
- documenting - 20min
It was decided to have a maximum of 4 attempts to give a wrong answer (fail) until the game is finished. Every 4th question is wrong. User fails if correct translation is marked as incorrect or incorrect one is marked as correct.
- There was no animation implemented for failing words, so the user has unlimited time to decide wether translation is correct or not.
- The frequency of showing wrong translation is hardoced to be 4.
- No design support for iPhone X
- The gameplay is very limited, no ability to restart game
- Implement animation so that user has limit time for providing answer
- Provide interface for changing wrong answers limit (Inject wrongAnswer limit so you can initialise maximum number of fail answers)
- Randomise the frequency of showing wrong translation
- Write more tests for checking game UX, check when buttons are allowed to be pressed, check when the game should be finished.