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Hi there! So I’ve tried that and I’d like to say I love the ambience and the abstractness of it all. I frankly am not sure what I’m doing, but I feel it through the music and snacky poppy sounds. It’s really nice and interesting.

As for screen reader accessibility, I would say the progression path isn’t clear. I was navigating with the arrow keys and the button for upgrading to the next ‘level’ was partially hidden under my taskbar, due to my screen resolution. So that also leads me to believe someone with a screen reader might not notice it is there. And since the gameplay seemed to be done fully with the arrow keys, I never did move to that button (because it requires tabbing).

Due to the music overlapping with the screen reader and also some other noises in my room when I played… I wasn’t sure what the screen reader was saying and reading for each square. I do wonder this because each square makes a different sound (I think?) and so one would need to know which square # out of a total is it. I did notice it seemed to announce something about it being a bass and have two circles, but it was not easy to understand it.

I also shared it with some people in the Games for Blind Gamers discord server and got feedback saying:

“I did [test it] for a bit, seems to work well, everything is read well and I’m getting announcements when important events happen. I love how the music evolves during gameplay.” and “I didn’t test for accessibility but I did play a bit and through it was a lovely concept and a well executed start.”

It does sound like the important events were announced, even if I wasn’t able to discern the (I’d need to equalize the sound better balancing between screen reader and game music).

I love the magic you do with music in games.

You should join or jam in February, I think you’d make something beautiful.

Thanks a lot! These are very useful feedback.

Mmm, the navigation buttons on bottom being hidden is an issue I should take care of. The ideal experience is to have everything visible without a need for scrolling. I aim to make the game responsive for most devices, but it appears I have still left some blind spots. What was your screen resolution? And which kind of device were you using?

I feared that the screen reader’s voice would be hard to hear with the music.^^’ It’s definitely a challenging design aspect. I added a volume bar in the option menu for that purpose, I don’t know if there’s another tool that could help? As for the tiles’ text, you are correct, it tells the name of the instrument associated to the tile (which is in practice the name of the tile itself), as well as its status (empty / ready to harvest, how many icons, of which shape…). There are hidden tiles that get revealed later in the game, so I can’t say to the player how many there are in total. However, I wonder if stating the position of the tile could be useful? Something like “X2 Y1”. Perhaps it could be even more helpful than the tile’s name, especially for arrow navigation?

I’m happy you enjoyed the music! I have already several projects planned for the start of the year, so not sure I’ll be able to join a jam. But I’ll keep an eye on what comes out of it, it seems pretty interesting! Despite having made some games more or less accessible to blind players, it’s a subject I don’t know a lot about, and I’m curious. :)