Building Games Everyone Can Play 🎮♿
Introduction
Miguel loved games his whole life. But as his vision deteriorated, the hobby he cherished became harder to enjoy. Text was too small, colors blended together, and crucial audio cues went missing. He wasn’t asking for special treatment — just the ability to play like everyone else.
The gaming industry is slowly waking up to a simple truth: accessibility isn’t a feature — it’s a responsibility.
When we talked about the psychology behind video games, we explored how games can foster connection, confidence, and emotional well-being. But those benefits only reach players when games are designed to be accessible.
According to the Game Accessibility Guidelines, approximately 20% of people have a disability that affects their gaming experience. That’s one in five potential players — friends, family members, and community members who want to share in the joy of gaming.
This post will guide you through practical accessibility guidelines and show you how to implement them in Godot Engine.
Why Accessibility Matters
The Human Case
Remember Microsoft’s survey mentioned in our psychology post? 84% of players with disabilities reported positive mental health impacts from gaming. But this benefit only exists when games are accessible in the first place.
Accessibility opens doors to:
- Players with visual impairments who need larger text and high-contrast modes
- Players with hearing impairments who rely on subtitles and visual indicators
- Players with motor disabilities who need remappable controls and adjustable timing
- Players with cognitive differences who benefit from clear instructions and reduced complexity
The Design Case
Accessible design makes games better for everyone:
- Subtitles help players in noisy environments
- Remappable controls benefit left-handed players and different input devices
- Color-blind modes improve clarity for all players
- Clear UI benefits players on small screens
The Three Tiers of Accessibility
The Game Accessibility Guidelines organize recommendations into three levels:
🟢 Basic
Essential features that should be in every game — the foundation.
🟡 Intermediate
Features that significantly improve accessibility with moderate effort.
🔴 Advanced
Features that maximize accessibility, ideal for larger projects.
Let’s explore practical examples in each category with Godot implementations.
🟢 Basic Accessibility in Godot
1. Allow Controls to be Remapped
Why: Players have different needs, preferences, and physical abilities.
Godot Implementation:
class_name ControlRemapButton
extends Button
@export var action_name: String = ""
var listening: bool = false
func _ready() -> void:
pressed.connect(_on_pressed)
text = InputMap.action_get_events(action_name)[0].as_text() if InputMap.action_get_events(action_name).size() > 0 else "Unassigned"
func _on_pressed() -> void:
if action_name != "":
InputMap.action_erase_events(action_name)
text = "Press a key..."
listening = true
func _input(event: InputEvent) -> void:
if listening:
if event is InputEventKey and event.pressed:
InputMap.action_add_event(action_name, event)
text = event.as_text()
listening = false
elif event is InputEventMouseButton and event.pressed:
InputMap.action_add_event(action_name, event)
text = "Mouse Button " + str(event.button_index)
listening = false
accept_event()
The ControlRemapButton node allows players to remap a specific action by clicking a button and pressing a new key or mouse button.
2. Ensure Text is Readable
Why: Small or low-contrast text is difficult or impossible to read for many players.
Godot Implementation:
# filepath: scripts/ui/accessible_label.gd
extends Label
@export var font_size_options = [16, 20, 24, 28, 32]
@export var current_size_index = 2 # Default to 24
func _ready():
load_font_size_setting()
apply_font_size()
func apply_font_size():
add_theme_font_size_override("font_size", font_size_options[current_size_index])
func increase_font_size():
if current_size_index < font_size_options.size() - 1:
current_size_index += 1
apply_font_size()
save_font_size_setting()
func decrease_font_size():
if current_size_index > 0:
current_size_index -= 1
apply_font_size()
save_font_size_setting()
func save_font_size_setting():
var config = ConfigFile.new()
config.set_value("accessibility", "font_size_index", current_size_index)
config.save("user://accessibility_settings.cfg")
func load_font_size_setting():
var config = ConfigFile.new()
if config.load("user://accessibility_settings.cfg") == OK:
current_size_index = config.get_value("accessibility", "font_size_index", 2)
3. Provide Visual and Audio Feedback
Why: Players with hearing or visual impairments need multiple feedback channels.
Godot Implementation:
# filepath: scripts/feedback/multimodal_feedback.gd
extends Node
@export var audio_player: AudioStreamPlayer
@export var visual_feedback: Node2D # Could be a sprite, particle effect, etc.
func provide_feedback(feedback_type: String):
match feedback_type:
"success":
play_audio("res://sounds/success.ogg")
show_visual_feedback(Color.GREEN)
"error":
play_audio("res://sounds/error.ogg")
show_visual_feedback(Color.RED)
"collect":
play_audio("res://sounds/collect.ogg")
show_visual_feedback(Color.YELLOW)
func play_audio(sound_path: String):
if AccessibilitySettings.audio_enabled:
audio_player.stream = load(sound_path)
audio_player.play()
func show_visual_feedback(color: Color):
if AccessibilitySettings.visual_feedback_enabled:
visual_feedback.modulate = color
visual_feedback.visible = true
# Animate feedback
var tween = create_tween()
tween.tween_property(visual_feedback, "modulate:a", 0.0, 0.5)
tween.tween_callback(func(): visual_feedback.visible = false)
🟡 Intermediate Accessibility in Godot
4. Include Subtitles for All Speech and Important Audio
Why: Essential for deaf/hard-of-hearing players and useful in noisy environments.
Godot Implementation:
# filepath: scripts/ui/subtitle_system.gd
extends Control
@export var subtitle_label: RichTextLabel
@export var speaker_label: Label
@export var subtitle_container: PanelContainer
# Subtitle data structure
class SubtitleData:
var speaker: String
var text: String
var duration: float
var sound_description: String # e.g., "[door creaking]"
var current_subtitle: SubtitleData
var subtitle_timer: Timer
func _ready():
subtitle_timer = Timer.new()
add_child(subtitle_timer)
subtitle_timer.timeout.connect(_on_subtitle_timeout)
subtitle_container.visible = false
func show_subtitle(data: SubtitleData):
current_subtitle = data
speaker_label.text = data.speaker
subtitle_label.text = data.text
# Add sound description if present
if data.sound_description:
subtitle_label.text += "\n[i]" + data.sound_description + "[/i]"
subtitle_container.visible = true
subtitle_timer.start(data.duration)
func _on_subtitle_timeout():
subtitle_container.visible = false
# Example usage function
func play_dialogue(speaker: String, text: String, audio_path: String, sound_desc: String = ""):
var audio_player = AudioStreamPlayer.new()
add_child(audio_player)
audio_player.stream = load(audio_path)
audio_player.play()
var subtitle = SubtitleData.new()
subtitle.speaker = speaker
subtitle.text = text
subtitle.duration = audio_player.stream.get_length()
subtitle.sound_description = sound_desc
show_subtitle(subtitle)
5. Color-Blind Friendly Design
Why: 8% of men and 0.5% of women have some form of color vision deficiency.
Godot Implementation:
# filepath: scripts/settings/colorblind_mode.gd
extends Node
enum ColorBlindMode {
NONE,
PROTANOPIA, # Red-blind
DEUTERANOPIA, # Green-blind
TRITANOPIA # Blue-blind
}
var current_mode = ColorBlindMode.NONE
var shader_material: ShaderMaterial
func _ready():
setup_colorblind_shader()
load_colorblind_setting()
func setup_colorblind_shader():
# Create a shader material for colorblind simulation
var shader = preload("res://shaders/colorblind_filter.gdshader")
shader_material = ShaderMaterial.new()
shader_material.shader = shader
func set_colorblind_mode(mode: ColorBlindMode):
current_mode = mode
match mode:
ColorBlindMode.NONE:
RenderingServer.set_default_clear_color(Color.BLACK)
ColorBlindMode.PROTANOPIA:
shader_material.set_shader_parameter("mode", 1)
apply_shader_to_viewport()
ColorBlindMode.DEUTERANOPIA:
shader_material.set_shader_parameter("mode", 2)
apply_shader_to_viewport()
ColorBlindMode.TRITANOPIA:
shader_material.set_shader_parameter("mode", 3)
apply_shader_to_viewport()
save_colorblind_setting()
func apply_shader_to_viewport():
var viewport = get_viewport()
# Apply post-processing shader to viewport
func save_colorblind_setting():
var config = ConfigFile.new()
config.set_value("accessibility", "colorblind_mode", current_mode)
config.save("user://accessibility_settings.cfg")
6. Provide Adjustable Difficulty Options
Why: Players have different skill levels and physical/cognitive abilities.
# filepath: scripts/settings/difficulty_settings.gd
extends Node
# Difficulty modifiers
var damage_received_multiplier = 1.0
var enemy_health_multiplier = 1.0
var time_slow_available = false
var auto_aim_assist = false
func apply_easy_mode():
damage_received_multiplier = 0.5
enemy_health_multiplier = 0.7
time_slow_available = true
auto_aim_assist = true
func apply_normal_mode():
damage_received_multiplier = 1.0
enemy_health_multiplier = 1.0
time_slow_available = false
auto_aim_assist = false
func apply_hard_mode():
damage_received_multiplier = 1.5
enemy_health_multiplier = 1.3
time_slow_available = false
auto_aim_assist = false
# Allow individual toggles for accessibility
func toggle_auto_aim(enabled: bool):
auto_aim_assist = enabled
func toggle_time_slow(enabled: bool):
time_slow_available = enabled
func set_damage_multiplier(value: float):
damage_received_multiplier = value
🔴 Advanced Accessibility Features
7. Screen Reader Support
Why: Essential for blind players to navigate menus and understand game state.
# filepath: scripts/accessibility/screen_reader.gd
extends Node
# Note: Full screen reader support requires platform-specific APIs
# This is a simplified example showing the concept
signal text_to_speak(text: String)
func announce(text: String, interrupt: bool = false):
if AccessibilitySettings.screen_reader_enabled:
text_to_speak.emit(text)
# On real implementation, call platform TTS API
print("[Screen Reader]: ", text)
func announce_ui_element(element: Control):
var announcement = ""
# Build announcement based on element type
if element is Button:
announcement = "Button: " + element.text
elif element is Label:
announcement = "Label: " + element.text
elif element is LineEdit:
announcement = "Text field: " + element.placeholder_text
# Add state information
if not element.visible:
announcement += " (hidden)"
elif element.disabled:
announcement += " (disabled)"
announce(announcement)
8. One-Handed Mode
Why: Some players can only use one hand due to disability or injury.
# filepath: scripts/accessibility/one_handed_mode.gd
extends Node
var one_handed_mode_active = false
var toggle_key = KEY_SHIFT # Hold to access secondary functions
func _ready():
load_one_handed_setting()
func _input(event):
if not one_handed_mode_active:
return
if event is InputEventKey:
if event.keycode == toggle_key:
# When holding shift, common keys perform alternative actions
# Example: WASD movement, hold shift + W = jump
toggle_alternative_input_mode(event.pressed)
func toggle_alternative_input_mode(active: bool):
if active:
# Remap keys to alternative functions
remap_action("jump", KEY_W)
remap_action("interact", KEY_S)
remap_action("inventory", KEY_A)
else:
# Restore normal mappings
restore_default_mappings()
Creating an Accessibility Settings Menu
Here’s a complete example of an accessibility settings menu:
# filepath: scripts/ui/accessibility_menu.gd
extends Control
@onready var font_size_slider = $VBoxContainer/FontSize/Slider
@onready var colorblind_option = $VBoxContainer/ColorBlind/OptionButton
@onready var subtitle_toggle = $VBoxContainer/Subtitles/CheckBox
@onready var screen_reader_toggle = $VBoxContainer/ScreenReader/CheckBox
@onready var difficulty_option = $VBoxContainer/Difficulty/OptionButton
func _ready():
setup_colorblind_options()
load_all_settings()
connect_signals()
func setup_colorblind_options():
colorblind_option.clear()
colorblind_option.add_item("None", 0)
colorblind_option.add_item("Protanopia (Red-Blind)", 1)
colorblind_option.add_item("Deuteranopia (Green-Blind)", 2)
colorblind_option.add_item("Tritanopia (Blue-Blind)", 3)
func connect_signals():
font_size_slider.value_changed.connect(_on_font_size_changed)
colorblind_option.item_selected.connect(_on_colorblind_mode_changed)
subtitle_toggle.toggled.connect(_on_subtitles_toggled)
screen_reader_toggle.toggled.connect(_on_screen_reader_toggled)
func _on_font_size_changed(value: float):
AccessibilitySettings.set_font_size(int(value))
func _on_colorblind_mode_changed(index: int):
AccessibilitySettings.set_colorblind_mode(index)
func _on_subtitles_toggled(enabled: bool):
AccessibilitySettings.set_subtitles_enabled(enabled)
func _on_screen_reader_toggled(enabled: bool):
AccessibilitySettings.set_screen_reader_enabled(enabled)
func load_all_settings():
font_size_slider.value = AccessibilitySettings.font_size
colorblind_option.selected = AccessibilitySettings.colorblind_mode
subtitle_toggle.button_pressed = AccessibilitySettings.subtitles_enabled
screen_reader_toggle.button_pressed = AccessibilitySettings.screen_reader_enabled
Testing Your Accessibility Features
Self-Testing Checklist
Get Feedback from Players
The disability community often says: “Nothing about us without us.”
- Recruit playtesters with disabilities
- Join accessibility-focused game dev communities
- Use tools like Can I Play That? for reviews
- Monitor player feedback and bug reports
Resources for Deeper Learning
Essential Reading
- Game Accessibility Guidelines — Comprehensive, organized guidelines
- Xbox Accessibility Guidelines — Platform-specific insights
- AbleGamers — Charity focused on accessibility
Godot-Specific Resources
Tools
- Color Oracle — Colorblindness simulator
- WAVE — Web accessibility checker (useful for HTML5 exports)
- Contraste — Contrast ratio checker
Conclusion
Building accessible games isn’t just good ethics — it’s good design.
When we create games that everyone can play, we’re not just removing barriers; we’re building bridges. We’re saying to players like Miguel: “You belong here. This experience is for you too.”
As we explored in our post about gaming and mental health, games have profound power to connect, heal, and uplift. But that power only reaches players when games are accessible from the start.
Remember:
- Start simple: Implement basic accessibility first
- Test early and often: Include accessibility in your development cycle
- Listen to players: The disability community knows their needs best
- Iterate and improve: Accessibility is an ongoing journey
Every player deserves the chance to experience the joy, connection, and growth that games can offer.
Let’s build games that welcome everyone.
🕹️ At Pandita Studio, we’re committed to making games everyone can play. What accessibility features will you add to your next project?
Additional Notes for Implementation
When implementing these features in your Godot project, consider:
- Create an accessibility settings singleton to manage all accessibility options globally
- Save settings persistently using ConfigFile or JSON
- Apply settings on game start before showing main menu
- Test on multiple platforms — accessibility needs can vary by device
- Document your accessibility features in your game’s store page and manual
Happy developing! 🎮♿
Eduardo
CEO at Pandita Studio. Senior software and game developer (C++, Python, Java, web, Godot). Digital illustrator and university lecturer.