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loren schmidt @lorenschmidt.bsky.social

for context, it is possible that other versions are different (eg for platform compliance reasons), but i'm playing the gog version, but i'm seeing a two setting text size option, ability to turn off screen shake, and nothing else.

sep 5, 2025, 9:57 pm • 15 0

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loren schmidt @lorenschmidt.bsky.social

^and

sep 5, 2025, 9:58 pm • 2 0 • view
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loren schmidt @lorenschmidt.bsky.social

there were some accessibility articles written about features before this came out and it was inferred it was going to have at least some basic options like altered savepoint behavior, but it looks like the conjectures were misleading and they actually just did... nothing. it's really negligent.

sep 5, 2025, 9:57 pm • 13 0 • view
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loren schmidt @lorenschmidt.bsky.social

i you want concrete, easy to implement options, you're better off asking someone who's actually a specialist in this. but as a designer invested in accessibility, some or all of these seem worth exploring:

sep 5, 2025, 10:02 pm • 7 0 • view
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loren schmidt @lorenschmidt.bsky.social

ability to disable punishment for death. sliders for amount of damage player takes, including invulnerability. enemy and player speed sliders. input options which allow more flexibility, eg ability to bind some of the chords (esp. dive kick!) to a single input.

sep 5, 2025, 10:02 pm • 14 0 • view
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loren schmidt @lorenschmidt.bsky.social

and this is a little more involved, but: ability to checkpoint anywhere, or manually placed extra checkpoints.

sep 5, 2025, 10:02 pm • 7 0 • view
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loren schmidt @lorenschmidt.bsky.social

another more involved thing i'd look into is adjusting criticality of timing for certain player actions, such as increasing coyote time. and, independently: adjusting criticality of timing for enemy attack patterns, eg making enemies which do a dive attack telegraph it in a more forgiving fashion.

sep 5, 2025, 10:06 pm • 7 0 • view
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heather @heatherfeather.bsky.social

rather than granular control over enemies vs player character, i'm a very big fan of what Chicory did, which is have an overall gameplay speed slider (when in action scenes) this approach is really helpful at least as someone with cognitive bandwidth limitations

sep 5, 2025, 10:06 pm • 3 0 • view
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heather @heatherfeather.bsky.social

it doesn't change any of the designed intention of the game, just literally runs all the underlying logic & animations at a proportionately slower speed

sep 5, 2025, 10:08 pm • 3 0 • view
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loren schmidt @lorenschmidt.bsky.social

yeah that's a nice option! it maintains relationships between eg evade moves or travelling attacks and enemy movement. i also think it might work well to change speed during combat or precision platforming selectively, and have it be a different user determined speed outside precision situations.

sep 5, 2025, 10:10 pm • 2 0 • view
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heather @heatherfeather.bsky.social

that would be effective, too. i agree. the thing i'm looking for as a person with both cognitive and motor disabilities is to modify the intended gameplay experience as little as possible, adapting it so i can engage with it as close as possible to its own terms.

sep 5, 2025, 10:17 pm • 1 0 • view
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Lia @liasae.bsky.social

That’s truly sad to hear. Not liking this trend in well-resourced indie darlings lately

sep 5, 2025, 10:09 pm • 2 0 • view