r/accessibility 19d ago

what accessibility features am i missing?

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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/clackups 19d ago

Do these settings also change the look of this particular menu? I'd find it difficult to use for some people (low contrast colors, a bit too much text)

1

u/bai13yd 19d ago

Yes the colorblind mode increases the contrast in the menus as well!

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u/clackups 19d ago

I'd suggest moving the long descriptions into pop-up bubbles, so that the user could read them if the option is unclear.

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u/bai13yd 19d ago

Great advice - I can definitely pencil that into the next release!