We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge.
00:00 - Intro
01:23 - Arevya / Stardew Valley
04:38 - Just Dance
08:16 - Ghost of Yotei
17:08 - MegaBonk
22:30 - Hades 2
25:12 - Star Trek Ressurgence
28:09 - Lego Voyagers
32:17 - News / Peak
36:03 - Microsoft Withdraws IDF Azure Access
39:09 - Brazil Bans Under 18 Lootboxes
42:40 - GA Conf USA Schedule
46:22 - Outro
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We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge.
00:00 - Intro
01:23 - Arevya / Stardew Valley
04:38 - Just Dance
08:16 - Ghost of Yotei
17:08 - MegaBonk
22:30 - Hades 2
25:12 - Star Trek Ressurgence
28:09 - Lego Voyagers
32:17 - News / Peak
36:03 - Microsoft Withdraws IDF Azure Access
39:09 - Brazil Bans Under 18 Lootboxes
42:40 - GA Conf USA Schedule
46:22 - Outro
Abletop - Episode 3 - Visual Board Game Accessibility
Ctrl, Alt, Access
53 minutes 16 seconds
8 months ago
Abletop - Episode 3 - Visual Board Game Accessibility
00:00 - Intro
01:08 - Text Clarity
11:01 - Iconography
20:06 - Large Print & QR Codes
28:19 - Braille & Tactile Components
36:52 - Contrast
42:31 - Colourblindness & Dual Coding
48:48 - Visual Overwhelm
52:21 - Outro
Quick Points
π€ Use a clear sans serif font and avoid all caps, underlines and italics.
π Use good text formatting, like left-aligned paragraphs, good spacing, and line breaks.
π °οΈ Highlight keywords using bold and/or a different high contrast colour.
β¬οΈ Indicate orientation for numbers and text, considering table layout and where people will be trying to read from.
π Check symbols for readability and similarity at all angles, especially on dice.
ποΈ Favour skeuomorphic icons to boost comprehension and understanding.
β Consider using iconography in place of text to reduce reading, make components more language-agnostic and reduce localisation.
π Check regional meanings for your icons and colours to ensure they translate accurately across locations.
βοΈ Print text and icons at the largest size possible, even consider using a bigger font for components with less text.
π Move flavour text to the rules or another booklet to save space on components.
π Function over flavour always! If something helps someone to play the game more easily it should take priority over flavour text.
π± Use QR codes on components to link to an app/webpage to work towards assisted tabletop gaming.
π Provide larger print versions of your game or components, for free or as upgrades / editions.
βοΈMake components of different types, different shapes and sizes so they can be distinguished through touch.
π¦― Consider additional tactile elements like bumps, pips, embossing/debossing.
ποΈ Make good use of the reverse side of components where art would be duplicated or left blank.
ποΈβπ¨οΈ If your game has an open state of play, consider how it could be played through just descriptions and how you can facilitate that.
π¨οΈ Make and provide 3D print files for tactile components.
π Use a contract checker, but keep in mind digital versus printed contrast is different! Print is usually always darker. Use pantones and prototypes to check.
π§ββοΈ Provide clear differentiation for miniatures, like coloured rings or 3D flat icons on the bases which can be easily painted for quick recognition.
π¨ Donβt use colour alone to differentiate pieces or information (use pattern, icon, text, numbers, clearly distinct art/borders) or make components colour-agnostic.
ποΈ Make sure any dual-coding is large and clear.
π² Consider different transparencies or pip shapes for dice of different types
Ctrl, Alt, Access
We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge.
00:00 - Intro
01:23 - Arevya / Stardew Valley
04:38 - Just Dance
08:16 - Ghost of Yotei
17:08 - MegaBonk
22:30 - Hades 2
25:12 - Star Trek Ressurgence
28:09 - Lego Voyagers
32:17 - News / Peak
36:03 - Microsoft Withdraws IDF Azure Access
39:09 - Brazil Bans Under 18 Lootboxes
42:40 - GA Conf USA Schedule
46:22 - Outro