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If your interested, you might get some better results finding blind / low-vision playtesters and some useful feedback for your accessibility modes over by the audiogames.net forums.

Based off your trailer though, blind accessibility may be a bit of a challenge. Blind users typically don't use a mouse, in part because they can't tell where the mouse is on the screen without cues, so conventional FPS views are generally disorienting to them without something to ground them. Usually there may be some keyboard controls to snap the view to fixed compass points/angles, orient by fixed compass points, or to play with a fixed Y axis like in classic Doom, among other tricks. Keyboard inputs / audio cues for interacting with objects / inventory could also be a good idea, and audio cues for little things like bumping into objects / walls, 3D stereo positioning, etc. Along with TTS support or speech for any written dialog on screen.

Thank you. Yeah I'm waiting to post on audiogames.net...you have to post in the introduction forum and be be unlocked by a mod to post on the main sub forums, and I posted the other day and am just waiting at this point. But that certainly does seem like the best place to get feedback. 

Thankfully I was able to make the game work without any use of the mouse at all. It's fully keyboard with audio narrated instructions (though I can probably remove a key or too and slim the controls down). 

The main puzzle loop takes place olin a single room and is grid based, so rather than the player wandering the room, they just use WASD to explore the grid from a static position. 

We'll see! Dying to post on audiogames though.