Accessibility
The game and its documentation must be usable by people with disabilities.
This page lists what exists and what is planned, by category.
Physical and motor disabilities
| Feature |
Status |
Remappable controls: every game action can be bound to any key, mouse button, gamepad button or stick (ActionMap in the render module) |
Used by the game (Controls), settings screen planned |
| Gamepad support, including analog sticks and triggers |
Available in the game: D-pad or left stick to move, A to shoot |
| Several bindings for the same action (for example arrows and WASD) |
Available: keyboard and gamepad work at the same time |
| Game speed and difficulty settings, so fast reactions are not required |
Planned |
| Hold-to-fire instead of repeated presses |
Available: holding Shoot keeps firing |
Visual disabilities
| Feature |
Status |
| Player colors chosen for color blindness: the four players are told apart by shape or pattern as well as by color |
Planned |
| Scalable interface and text (the game uses a virtual resolution, so it scales with the window) |
Available in the render module |
| High-contrast mode for missiles and enemies |
Planned |
Hearing disabilities
| Feature |
Status |
| Separate volumes for music and sound effects |
Available in the render module |
| Distinct sounds for the player's shots, enemy shots and hits |
Available |
| Visual cues for important sounds (incoming enemy, hit taken) |
Planned |
| The game never relies on sound alone to convey information |
Design rule |
Mental and cognitive disabilities
| Feature |
Status |
| Simple, consistent controls and menus |
Design rule |
| Pause at any time (in local games) and adjustable difficulty |
Planned |
| Key names shown to the player in plain words ("Left Shift", "Keypad 7") |
Available (keyName) |
Documentation
- The documentation is plain text with headings, tables and a search bar,
readable by screen readers, with light and dark themes.
- Diagrams are written as text (Mermaid) and explained in the text around them.