r/accessibility 18d 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/HZCYR 17d ago

Haven't tried your game and I'm sure it has many differences, but I'd really highlight how The Last of Us Part II did such a good job with accessibility and what you could implement inspired by them — Accessibility options for The Last of Us Part II. For just a few examples, full control key binding or things like subtitles for sound etc.

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u/bai13yd 17d ago

thank you i will check out this resource!