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I played around with some color blindness simulating filters, and Idlepunk still looks amazing in straight up black and white, protoanomoly red/green, and tritanomoly blue/yellow modes of vision. (At least, so far as my software based filters can emulate them.) 

Deuteranomoly, the most common form of red/green colorblindness, is a little rough. The specific green and red most frequently used in the game are almost identical. 

I don't know if that's even a priority, but wanted you to know. I'd include screenshots, but (annoyingly) my screen capture ignores the filter.

That's a great point. I'm interested in hearing more about the process you use to simulate and test this. 

I'm running my Android phone with the developer options enabled. The filters are standard fare that come with the OS, they're just hidden in a 'secret' sub menu of the phone's settings, under "simulate color space".

It's been a while since I enabled Developer Mode, but I believe the trick is to find the kernel build number in the phone's 'about' menu and press it five times in rapid succession. They hide it behind a button that doesn't look like a button so people don't do it by accident- it'll void warranties, gives you options that will fry the OS, etc.