Accessibility and inclusivity features, and some QoL - Summary thread

as i did before with the potion merchant thread, i try to create a post here to summarize all the accessibility features here, that the community collected so far.

as always, if you find posts i missed please link them, it helps all of us, if we consolidate our feedback!

lets get to it…

as we all know, gaming is and should be for everyone. but for some people it is harder to comfortably enjoy games than for others.
lets start with a few simple things every game should have.

  1. colorblind mode and/or high contrast mode

imo every game needs options like these, not only for colorblind people, but also because sometimes things are just hard to see.
for example here: Rune Availability UI Needs To Be More Clear

  1. option to turn down or even turn off particle effects and flashes/light flashes etc.

this is not only for people with epilepsy but also for everyone who gets massive FPS drops when fire bombs are thrown. or for people like me, who tend to squint their eyes if there is a lot of flickering and particles going on, which can cause terrible headaches after extended gaming sessions. please let us turn those off!

  1. HUD/UI options

like size, contrast etc. see also here: More visual accessibility

  1. an option to outline your character model.

sometimes the camera angle causes objects to cover your character. and since you can’t pan, move or sway the camera, you can get into blind spots and thats frustrating. so give us an option like for example monster hunter does, that we can toggle on or off, so the character model gets a high contrast outline when behind objects or large enemies. see also here: Accessibility options

those were the visual/optics kinda features that came to my attention so far. next up, buttons to press so that things happen on screen :slight_smile:

that one already came to the teams attention:

  1. more options to toggle certain actions, like block

see here Accessibility Suggestions - Toggle options for combat

  1. improvements with remapping controls

might just be more of a bug that actually a improvement/feature, but people noticed button conflicts that seem to be some kind of “hardcoded” into the game, and happen even tho buttons have been remapped. see here: Keybinding Conflict and here: My Feedback on Button Mapping System and Accessibility Features

the next thing is more about the different amount of time people have to get into games and also a bit about how much of a stress-level individuals can handle.

disclaimer: i only link this here because i think it should have a place on this list. i DO NOT want another discussion about the topic itself here, for that please discuss the topic in the linked thread. thank you.

  1. some sort of difficulty option

i know this in controversial, but i can see how this affects people who have little time to game. if you only have like 2h a week you can play games, you do not want to die 5 times to the same boss, then go to bed frustrated.
there are also people struggling with mental health issues, that can not always handle stress over long periods of time very well, but might want to escape reality for a bit.
so maybe (even tho it is uncommon in this genre) ad a difficulty option like a story mode where things are a bit easier, but items obtained there can not be taken to other realms, and characters also have to stay in their story mode realm.

see here: Easier difficulty settings/assists and here: Difficulty Settings in a good way

those two pretty much summon up the other threads.

and last but not least a feature or option that i as a tinitus patient really really really want in every game out there, but rarely if ever see. (i think once… maybe)

  1. an option to filter out high pitched sounds, or like a sound filter, that makes the high sounds a bit muffled. hard to describe

in essence people with tinitus can experience really uncomfortable and even painful situations, when certain frequencies are loud. for example in cutscenes, or bossfights. i know there is a lot of work in sound design, and i really love it! but i would need an option to make certain sudden noises a bit more quiet, without turning everything down. is that possible, to have some sort of reverse noise gate, so i can limit sounds to a max. frequency or something?

i am sure i missed a lot of things, so please guys, help me and link what i missed.

thx for reading.
cheers!

6 Likes

Thanks for putting these all together. It is nice to see a summary of a lot of accessibility and inclusivity features/QoL in one place.

@Chemile0n

You could add a section for people with disabilities. I remember there being some posts about that.

Also, as someone with tinnitus I agree, no CONSISTENT high pitched sounds please. Those tend to make it worse. Also, for those suffering from it. What worked for me was training my brain into thinking the tinnitus is a normal sound. This means listening to certain tinnitus sound therapy videos for some hours before sleeping. I barely notice it at all now. And, if it does happen it goes quickly away again. BUT, yeah not high pitch noises please.

if you find the post, feel free to link it. the above mentioned suggestions is what i remembered i had read and put together.

i can’t possibly know all the posts, sorry :rofl:

Seen by dev’s too.

ah yeah, i saw that too and linked it in the original post.

point 5 :wink:

I assumed @RomoloHero was on about that thread.

My bad for not paying attention; doing great work as always.

@Chemile0n Here are two posts that I believe deserve a mention.

  • This talks about changing the UI or atleast giving us the option to freely customise what info we the player wish to see (some may wish to reduce clutter)
  • This post speaks for itself. Allowing more players to enjoy this game.
3 Likes

There are a few of those (as of patch2 at least: block (v), parry(r), ‘drop’ from vines (f)). Among /many/ other bugs + typical suggestions.

1 Like

menu narration suggested here: Request: Menu Narration

I don’t know if anyone else has suggested this, but I would love to see an optional accessibility feature that adds a small opaque arrow beneath your character when making jumps to help with directionality. I’m not going to lie, I have fallen/missed my jump and died more times than I can count now, thinking I was lined up with my end point but missing the mark by what seems like an inch. Dealing with low lighting in some areas, the different camera angles/perspectives, and different terrain for jumps has made it really frustrating in some instances.

1 Like

Another QoL suggestion. Thanks for your input!

Options for 3rd party input devices like foot switches: