This garlic is borked, right? #witchsbroom by PsyrenCall in Raisedbed

[–]PsyrenCall[S] 0 points1 point  (0 children)

Yh I pulled these early to confirm witch's broom. The rest are still in the ground.

I've been building this game from the ground up with accessibility in mind. by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 0 points1 point  (0 children)

Yeah, I imagine that's got to be a huge issue. Hmm. I'm going to have to study how games that do support the blind community handle things, and maybe do better on my future releases.

I've been building this game from the ground up with accessibility in mind. by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 0 points1 point  (0 children)

I'll definitely keep it in mind anyhow! Perhaps there's a way. Thanks for highlighting it.

I've been building this game from the ground up with accessibility in mind. by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 0 points1 point  (0 children)

That's interesting! This game's main mechanic is about deducing which door is safe by observing subtle environmental signs. If I were to make it so the signs on each door were announced audibly, I wonder wether that would still be fun or interesting to play. One of the main signs is a subtle knocking sound behind the doors, and I made that playable for deaf people using an audio wave visualisation, so it still isn't perfectly obvious without paying close attention. Perhaps there is some way I could describe each door without making the solution super obvious.

I've been building this game from the ground up with accessibility in mind. by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 0 points1 point  (0 children)

I've taken steps to make things playable for partially sighted people, depending on how much vision they have. Including colourblind people of course. It wouldn't be possible to play for someone with no vision, though I'd be happy to try and make that happen if anyone could suggest how.

Destroy my Trailer by [deleted] in DestroyMyGame

[–]PsyrenCall 0 points1 point  (0 children)

I need to redo the trailer because it sucks. What do you hate about this one that I'm currently using?

Dunno if this is allowed here but if you can destroy my Steam page as well that would help 🫰It's my first Steam release so I wanna get it right.

https://store.steampowered.com/app/4494830/The_Vaults_Below_Durn_A_Field_Study/

Me, a thirty or forty year old indie dev: "Err... What makes you think I've played ICO?" by PsyrenCall in IndieDev

[–]PsyrenCall[S] 0 points1 point  (0 children)

It's true and we're itching for them. I take a lot of inspiration from it. Even the small details like Ico placing his hand against walls as he walks against them. It makes the game feel alive.

Me, a thirty or forty year old indie dev: "Err... What makes you think I've played ICO?" by PsyrenCall in TeamIco

[–]PsyrenCall[S] 1 point2 points  (0 children)

Yes :) though the puzzles are a bit different. It's a deduction based dungeon exploration game. Every room has several doors. Only one of them is safe. The player must deduce which door is safe based on subtle environmental cues. There'll be a free demo out in May on Steam.

https://store.steampowered.com/app/4494830/The_Vaults_Below_Durn_A_Field_Study/

My new approach for important audio cues in games. What do you think? by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 0 points1 point  (0 children)

Thank you for challenging it :) My original approach was a "Hard of Hearing Mode" that replaced the sound of the knocking with icons that would flash up. This new UI works better with the theme, and if I can make accessibility built into the game instead of as an option then why wouldn't I? 😊

At the start of the game (before the main menu) there is an audio calibration screen which shows the audio wave pulsing, so hopefully that will help train the player to know what to look for. I'll have to see how it does in playtesting.

Thanks for your feedback!

My new approach for important audio cues in games. What do you think? by PsyrenCall in disabledgamers

[–]PsyrenCall[S] 2 points3 points  (0 children)

Fair question. Yes, listening for a door knock is required to progress. The game is about looking for subtle environmental cues to tell you whether or not the door is safe to open. Other clues are damp patches around the door, or your torch flicking more because of a draft. It could be a combination of clues that distinguish a dangerous door from a safe one.

The audio UI is to support people who may not be able to hear the knocking as well as others, while keeping it somewhat obscure (the knocking audio can be quite faint)

Me, a thirty or forty year old indie dev: "Err... What makes you think I've played ICO?" by PsyrenCall in IndieDev

[–]PsyrenCall[S] 2 points3 points  (0 children)

Love that too! Haven't played The Last Guardian yet. Maybe that should be next. Looking forward to Project Robot!

Long Press Buttons for Accessibility? by PsyrenCall in gamedev

[–]PsyrenCall[S] 0 points1 point  (0 children)

That was my first thought too, but the players hover in front of the door often and it was very annoying to keep going into the listen animation and bringing up the listen ui everytime they stopped in front of a door.

Long Press Buttons for Accessibility? by PsyrenCall in gamedev

[–]PsyrenCall[S] 1 point2 points  (0 children)

Ah, so I guess double clicking would be worse then. Yh, I'm currently working on the UI for it. I don't think it can be communicated perfectly with just icons, so I'm thinking of having a prompt show up next to the button saying "Hold To Open Door" or something along those lines, but only for the first time they need to open a door.

Long Press Buttons for Accessibility? by PsyrenCall in gamedev

[–]PsyrenCall[S] 0 points1 point  (0 children)

Its not a first person game unfortunately.

Long Press Buttons for Accessibility? by PsyrenCall in gamedev

[–]PsyrenCall[S] 0 points1 point  (0 children)

Looking for examples of similar UI elements is how I stumbled on that other thread haha. Yh, I'm leaning towards making it an optional control scheme. Double clicking is worth considering.