As a game developer, we really care about accessibility and overall usability. For Haven we dedicated a lot of work to improve on that, although we admit that much more could be done. We’ll be listening to feedback, but until then, here is a thread about what we did so far:
First, we want to differentiate our approach from most designs for accessibility. Accessibility is often thought through the angle of "options". The game is made without caring for accessibility, then, designers add options: text size, color options for colorblind people etc.
We tried to reduce the number of options by choosing something accessible by default. For instance, no text size option, but "big enough text for everyone": the text size in Haven is bigger than the "Large" option for subtitles in most AAA games.
There's a couple of tutorial texts displayed on screen. They are big, with an outline and a contrasted background, by default.
For colors, instead of adding an option for additional display for colorblind people, we checked that there was no problem playing the game without color information (thanks to the Colorblind Effect Unity plugin).
And when we use color codes, like for the health status, we reinforce the feedback by animation. The characters change their walking and standing stance according to their health status, so that the color code is not the only way to know your character status. Same in combat.
That being said, there are still lots of cases where options are relevant. Haven is not a difficult game, but there are difficulty options in the style of Celeste's assist mode. And they don't affect only the combat, but also navigation challenges.
Rebinding controls can be a very complex option to support for a small dev, especially when having to support gamepads and keyboard and mouse. You can rebind some actions in Haven, not all of them, at the time I write this. We’ll improve that upon feedback.
In the game, you have to hold a trigger to glide, but there is an option to make it a toggle so that players don't necessarily have to hold the trigger pressed for a long time. Same for charging combat orders.
This was missing in our demo and was one of the most required feature... but of course you can invert the axis for the camera (and tweak the sensitivity).
In the game, all important text is displayed on screen. But during combat, the characters have "barks", optional dialog lines for immersion. There is a classic subtitle option for this, as well as a dedicated volume slider.
Although we like the pace of the voice over for reading the text in the game, there is an option to wait for the user input to go to the next dialog.
In combat, the UI is shown only when the player holds an input. By default this is shown briefly, because there's actually very little to remember and it's shown while charging the order. But for comfort, there's an option to display the orders longer.
Although there are also commercial reasons for this, the game is localized in 9 languages, that's part of accessibility. And language can be changed on the fly, no need to go back to the title screen.
And if you missed a dialog for some reason, you can go back to the pause menu and check the previous lines. This is typical of a feature you don't really care about until it's missing in a game with a lot of text.
Finally, it's more for the comfort of replay than anything else, but there's an option to speed up dialogs (Fast Forward Mode), and autoplay combat (Rush Mode).
Thanks a lot to @gamemakerstk for the cool videos about accessibility, and to all our playtesters (over 200h of watching playtests on Haven).
We will keep improving the game and patching after release (December 3!). Your feedback is important, thanks for the support!
You can follow @TheGameBakers.
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