Hi, do you know if your game works with screen readers? There is a pluggin for Unity that supports this: https://assetstore.unity.com/packages/tools/gui/ui-accessibility-plugin-uap-8793..
jukesy1992
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Hi, I am a blind person. Is there a possibility you might be able to make this accessible for screen readers? For example, I use NVDA on windows. if I press spacebar on "play tutorial" when arrowing up and down to it, I hear a sound, but then nothing seems to happen. The way it could work in accessibility mode is, the choice will be said, it'll say how much tokens it'll cost and you press space/click it normally to activate the choice without having to use drag and drop. For blind players on PC, we often use the keyboard, using either space bar or enter to activate links or items in text-based games.
I think I broke the game on the third level. I managed to get past a few dogs but then, seemingly ended up in a situation where no matter where I moved, I couldn't move, even going to the right. No dogs, no sounds, nothing.
From a general standpoint, I wish there were footsteps, and a way to actually learn the approximate direction of where the door is rather than just blindly stumbling around in the hopes that you can find it. It's also unclear if a dog is in front, or behind. However, this is a good first attempt.
A really cool concept in terms of audio execution, however the hitboxes for the bots seem very unfair. I tried the first real mission for what seems like 20 times, and, quite honestly, gave up after trying to move as the bot was getting quieter, or louder, and all the time, failing. A promising concept for sure though, and I hope there's more updates because the sound design in this is quite a lot of fun.
I enjoyed this. I do agree that the footsteps are too quiet, and on my second runthrough I couldn't seem to strafe at all, but I managed to find the teapot with 5 seconds to spare on my first runthrough. If this facility/agency comes back in a future project, I look forward to finding out what they might be planning...
I'm very sorry, but I've had to leave one-star ratings all the way. The menu in this game is not accessible for the blind, meaning I've got no way to even try it. There are pluggins such as the unity access pluggin, and I think Unity even have a blog about how to make games accessible with screen readers. Don't give up though, as this means you'd still be able to develop this concept further post-jam. If the music is anything to go by, it's very cool. If you do another project for the next jam as well, I look forward to what you come up with.
I love this!
For the full version, I have two suggestions:
*the tutorial should be a prologue, so, perhaps just before you get the task, or, it could do the task bit first, but before the first opponent approaches, there could be a scene where the character flashes back and remembers how to fight. Then after that normal tutorial, the first opponent approaches.
So, it could either be a sort of test by whoever the benefactor is, then you walk towards the thing, or you walk first then do some sort of tutorial fight before the first opponent.
My second suggestion, an endless/survival mode of sorts.
I hope we get to find out what's behind/inside the structure.
Aah, yes my character had injuries and I didn't have a way to heal. I only managed to get a healing item in chapter 1 but by chapter 2 I'd sustained three injuries before realizing how to use the item. So at the attic, my character's health was wounded, and still is. I've put my paste below. https://pastebin.com/YkCBvLYq
Hi, I'm also a totally blind player and am loving it so far. However, I might have found a bug. This is from the demo. I'm on chapter 2, and I can not search the bunks room even though my luck is 11, according to my stats. Spoilers: I've requipt the torch and even though my luck is 11 it's still saying luck 11 required.
Hi, I'm a blind person, and am absolutely loving this! just to let you know I've found some accessibility bugs.
The button that opens the initial inventory screen isn't labeled, i.e: a screen reader just says "button".
The button/clickable to close the inventory screen is also not correctly labeled.
For contrast, every other button, including "explore", is correctly labeled. This includes explore, sell, and the menu button found within the inventory/equipment screen, all of these read properly. However the button to open and close that screen is not labeled.
Equipment slot buttons are also not labeled, but inventory is.
Quality of life:
I don't know how shrines of blessing work and what happens if you increase their level.
Is there a way to completely delete a save?
Other ideas, like resting and comparison of equipment, also seem interesting. I've noticed the initial stats screen does not have a vamp stat you can increase, nor the c.rate or c.damage. Also if comparison is added, wondering how this could work for people like me with screen readers without things getting too cluttered.
What is an equipment tier, how is that increased?
Thanks in advance, and I'm once again loving this little game.
Hi, what engine is this programmed in? I'm wondering if you know if there are any accessibility features for the blind. For instance, it's RenPy, pressing V can enable a self-voicing feature which will read incoming text on the screen. This has allowed me to play through a visual novel called Arcade Spirits, and now I'm looking for more novels to play.
Hi, this does not render properly with screen readers. All I'm seeing are a bunch of numbers with the pickaxes correctly labeled, and the stairs, but nothing else has accessibility labels, and it's also showing things multiple times, such as the pickaxe names. Here is an example of how my screen is rendered in plane text, this is exactly what I am hearing line by line:
Level:
12/100
119
0
0
0
Iron Pickaxe
Mines a card every 1s.
Iron Pickaxe
Mines a card every 1s.
Iron Pickaxe
Mines a card every 1s.
15
1
1
1
1
1
1
Free
3
3
3
3
3
3
5
5
5
5
5
5
5
20
1
1
1
1
1
1
50
3
3
3
3
3
3
5
5
5
5
5
5
5
20
1
1
1
1
1
1
50
1
1
1
1
1
1
1
Stairs
Descend one level deeper.
Stairs
Descend one level deeper.
Stairs
Descend one level deeper.
5
Upgrade
Upgrade a resource card.
Upgrade
Upgrade a resource card.
Upgrade
Upgrade a resource card.
30
REMOVE CARD
14
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Stairs
Descend one level deeper.
Old Pickaxe
Mines a card every 1.5s.
1
1
1
1
Stone Pickaxe
Mines a card every 1.25s.
3
3
Hi, could you please consider adding accessibility for screen readers? In theory, this is text-based, so should read. HOwever, when running the game, the screen reader can not read anything. There is a free screen reader on windows, called NVDA, that could be used for testing. I'd also be happy to test myself as well.
The only thing would be how to show the live commentary, as if it goes by in 50 seconds it could happen fast and the screen reader might possibly struggle to keep up, but maybe there's a way. Unforunatel, I am not a programmer, but I'd be happy to provide feedback. This would be a completely new experience for me as Fifa does not ahve accessibility built into the console games nor does football manager.
Thanks very much in advance.
Hi, I'm using the free screen reader NVDA on windows, and NVDA thinks that every single letter is in it's own column, so instead of saying "alure of the stars", it says "column 1 a column 2 l" etc etc. This literally makes the game unplayable. A good example is the first screen, where "press any key" is spelt out, not said. I'm wondering if anything could be done about this. This is in the browser version, but I'm wondering if also a binary could be set up perhaps so that the browser version isn't compromised, or if this can just be looked into for all versions in trying to fix.
hmmm, this might take a little more coding, but would also, I think, fit the game's world very well without breaking immersion. Whilst you can go to the data tab which shows the amount of data you're collecting and the types of things you're exploring, I have seriously noticed something oddly missing: the teretories aren't being charted/logged for future generations to examine or even for the ship's crew to examine. There's no summary of your adventure for you to look at as you go! So...
what about an extra tab, log? It'd briefly summarise what happened saying "<planet name>: discovered <type of anomoly>, gaining <amount of data> <data type(s)>, and summarising any crew traits? If the log gets too big, there could be a clear button if anyone thinks it's getting too large. This might also help at the end of the game withthe table before someone clicks new game they could go to the log to see a brief summary of their journey. The only thing is, I don't know what the log could say when the ship returns to bass, unless it just says <ship name> returns to Kyron bass with <amount of data> data types and <amount of crew>.
The log tab could be put just before the settings tab.
The settings lets you modify what's included in the log, clear it outright, etc, or even disable it. The log tab could have a clear button (with confirmation) as to prevent accidental clearing. The log type could be set to story or gaming. The story type would just say that they're embarking without listing levels, but will list traits. The gaming or whatever the other type is called, could list everything including exp gained. A lot more work but would provide options for everyone. Here is what the story type could look like.
<ship.name>: travelling through the Chiron gate for the <number> time, embarking for <system> with <number.of.crew crew on board.>: <job.of.person1> <name.of.person1., <job.of.person2> <name.of.person2>, <job.of.person3> <ame.of.person3>. The other type would include level, but the story type wouldn't.
When an event happens,
<name.of.explored.location>: discovered a <type.of.thing>, <tpe.of.other.thing> if another event such as a ring. <crew.member> became <trait>, or maybe <crew.member> is <trait> which might work more universally as less wordy than crew.member> became injured. <data.type> + <number>.
I also have another suggestion, but again a little more lore writing so this may take even more work, so maybe not: for the data tab, inline links for each data type with a little description for each, perhaps, although yes it's fun to imagine, I am struggling to imagine some of these things. What is a dwarf star? Alternatively, this could be put into a glossery tab so that the data tab doesn't become all weird, as the data tab looks quite good at the moment, although lots of graphics which I thought were clickable for more info. So instead of saying the name, it's saying "graphic <type.of.thing> x2" rather than just <type.of.thing> x2 or times 2or whatever it's saying. I think it's saying x2 which is also understandable. Keep in mind I'm going off memory. If you wish, I could write down some ideas as I go through my next playthrough as to what an actual log might practically look like. Part of me wonders if it might be worth putting this as a separate topic so that the sighted community can weigh in as well and we can come up with a compromise for everyone.
Hi, I'm wondering if there's a way to make the tool tips accessible. Hovering won't really be possible for a blind person. There are bits where it says graphic land and such, but I can't seem to do anything with the graphic. So, I don't know where the tool tips are located. Apart from that, I've completed a first run, I didn't reach the builders, but I'm absolutely loving this. Worth every penny spent, and I'll continue playing for sure. It's kind of hard to know what to explore at first, finding xenlog is fairly tricky.
Thank you. I noticed when it installed, it then autoran, so I spent some time in the how to play section. I'll get onto that in a bit, but I do have some questions first. Do you then just run the same exe again, or do you run it from the folder? Also, which exe, as I noticed an exe in the main route, and an exe in the app 1.0.1 folder as well. Also, getting back to the how to play section, the interface looks so promising, and I'll explain why in a second. But first, I'm so, so, so looking forward to this, I loved Seadship and the cyborg one, as you've seen from the comments on the cyborg arena that I posted. Although that reminds me I still need to comment on Seadship! I'll have to give it another play, it's been a while.
So, here's the thing. I'm a totally blind person, and can I just say, the how to play section impressed me so much, everything has a label, crew etc, and if that's an actual example of what the interface might render like in game, I can't wait, I'll probably start just after this post but I will have to go to bed soon, but I'll sink my teeth in proper tomorrow! If this is as promising as I hope it is, you can bet that a: the audiogames forum is going to find out about it from me, and b: there will probably even be a database entry! If I struggle with anything in the game from an accessibility/interface standpoint, I'll also let you know because this is looking really close to being accessible for blind people, possibly already though but I'm not too sure yet as I haven't started proper.
I do have one more suggestion. Can you please add a volume slider for the music, apart from the mute button, or, perhaps turn it down slightly? Because the main menu music swells at a certain point where I can't hear my screen reader, and if I mute it, I might lose hearing some other music, and I'm sure the blind community would really like to enjoy any soundscape this game has to offer. Thanks so much in advance.
I loved the experience. I'm a blind person, so being able to do battle with these characters and creatures was really interesting, thank you so, so much. Yes please, I hope you can fix the bug, as I'd like to find out what happens. I mean, if you have an idea what happens at the end or remember, you could write it here but wouldn't that spoil the ending for those who haven't played it all the way through? Also, I'm wondering, could you please sort of explain the concept of the game to me? I've enjoyed the battles, but I don't really know exactly what is happening. How is it based on the work, and what does the work describe? Thanks in advance.