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By default, the Renpy engine has support for self voicing (press V on the keyboard at any time to activate it) and controller support for the vast majority of cases. In my experiences testing the controller support, there are one or two menus that don't play well with it and may need a mouse to navigate, but moment to moment gameplay is completely accessible with a controller.

Ah, thank you for the reply!
Just a couple of follow on questions then if you have the time... :)
You mentioned controller support but is their any keyboard support?  Most severely blind people do not own controllers, as most games on consoles are not accessible, most of us exclusively use the keyboard, with some mouse users sprinkled throughout.

Also, does your game include any "alt text" labels on important images?  Are visual indicators for control status' also shown in text?  Both of those things are very important for a truly blind accessible game.

(+1)

Definitely don't want to give the wrong idea here. I rely pretty heavily on the engine to do the heavy lifting for accessibility features, so there's no "alt text" labels or control status indicators. Keyboard support seems to function exactly the same as the gamepad support, meaning you can use arrow keys to navigate menus and press space bar to confirm/proceed to next dialogue, but certain menus are still going to require input from a mouse.

Gotcha, thanks for giving me the low down. :D
I think I'd call this game partially blind accessible then.  If their is some way you could note that in the description, I think it would help people. Thanks!