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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.