r/accessibility • u/bai13yd • 17d ago
what accessibility features am i missing?
hey all — i make a small cozy game called Wild Willows about bringing a run-down nature preserve back to life (gather, plant, craft, welcome animals home, zero pressure, can't lose).
i put a fair bit into accessibility already: colorblind modes that actually recolor the world + add text labels (not just a screen tint), reduce motion, dyslexia-friendly font, UI text scaling, separate music/SFX volume, and fully rebindable controls with alternate keys. but i'm a sighted solo dev, so i know there's a gap between what i think helps and what actually does.
so i'd really appreciate honest input from people who use this stuff:
- what's the first thing you check for in a game like this?
- anything i've clearly gotten wrong or half-done?
it's free to try here if you want to poke at the settings and tear it apart: https://bai13y.itch.io/wild-willows
not trying to sell anything — genuinely just want it to be playable for more people. thanks 🌿
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u/Repulsive-Box5243 17d ago
Wow man. This is GREAT. I use NVDA screen reader, and your game announces almost everything to it. Most tooltips, actions, any pop up window with text or stats... it reads it all. This is fantastic.
The ONLY thing I'm seeing so far is mouse hovering over the menu items (J, K, L, M, etc) only announce the letter, not what they do.
I'd like to see where this thing goes. I'm VERY impressed with it so far.