#Accessibility. (Vision)

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With the news of a mobile port in the works I feel I need to bring this up, again, as many others seem to have as well. If this game is coming to mobile, I would imagine text size and contrast is going to be a consideration.

I have been struggling to play Balatro, the colour contrast ratios of certain elements, text size and colours, icon size and icon colours all give me problems in certain areas and situations. I bought the game but for now I’ve given up trying to play.

When talking about contrast ratios, the yellow / gold text used to highlight important details in the tutorial and such, are basically invisible to me. It’s extremely difficult when alternative colours are used in general, or when the colour contrast goes below a certain amount.

My hope would be for these features to be included, or at least some of them:

Allows for larger text sizing of card text, tutorial text, dialogue boxes, etc.

Allow for the customisation of text effect colours (Similar to what Dredge allows players to do, for an example)

Allow for a dark colour scheme in the UI. I suffer from a sight condition that makes me sensitive to bright lights and glare, reading black text on a pure white background is extremely difficult.

Allow for Dark Theme and Large Print playing cards. (Check out the MobilityWare Solitaire game on mobile for examples of this in a digital format)

Screen reader support. This is a big one for a lot of people, and would hugely benefit many players suffering from sight loss. I don’t know if Love2D allows for this kind of inter-operation functionality. Might do some reading and see what I find.

Global UI Scaling, I’ve put this last as it feels like the much more destructive option, as this kind of thing needs to be considered from the ground up when developing a game UI.

A really good guideline which covers aspects of visual accessibility in good detail: https://gameaccessibilityguidelines.com/