Building Games Everyone Can Play 🎮♿ cover image.

Building Games Everyone Can Play 🎮♿

Eduardo · Thu Oct 30 2025

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

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:

  1. Create an accessibility settings singleton to manage all accessibility options globally
  2. Save settings persistently using ConfigFile or JSON
  3. Apply settings on game start before showing main menu
  4. Test on multiple platforms — accessibility needs can vary by device
  5. Document your accessibility features in your game’s store page and manual

Happy developing! 🎮♿

edo

Eduardo

CEO at Pandita Studio. Senior software and game developer (C++, Python, Java, web, Godot). Digital illustrator and university lecturer.

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