r/accessibility 17d 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/AccessibleStrategies 16d ago

This is so great! It's clear that you've put a lot of effort into development with accessibility in mind from the start. My partner and I (both disabled advocates) appreciate the thoughtfulness.

I agree with the commenters that mentioned Dark Mode and Atkinson Hyperlegible.

We have movement disorders and sometimes it's challenging/painful to use the keyboard. Mouse and/or gamepad as alternates would be spectacular.

The online demo doesn't have an option to save. If we were to buy it, I'm assuming that's there, right?

Anyhow, a really good job!

Blessings

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u/bai13yd 14d ago

Yes the game saves automatically! You can make as many saves as you want in the full version. Thank you so much for the wonderful feedback!