ABC
1
GuidelineImplemented?Notes
2
KEYnot started yet but planned
3
being worked on
4
completed
5
not going to be included in game
6
Motor
7
Basic
8
Allow controls to be remapped / reconfiguredthis feature was implemented but presented various issues so had to be excluded for launch. Post launch I'll be working to resolve those issues and bring this back
9
Ensure controls are as simple as possible, or provide a simpler alternativecontrols are made as simple and intuitive as possible through testing.
10
Ensure that all areas of the user interface can be accessed using the same input method as the gameplay
11
Include an option to adjust the sensitivity of controls
12
Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens
13
Intermediate
14
Support more than one input devicecontroller support! as well as keyboard+mouse (game could even be played without mouse but that is far from ideal)
15
Make interactive elements that require accuracy (eg. cursor/touch controlled menu options) stationary
16
Ensure that multiple simultaneous actions (eg. click/drag or swipe) are not required, and included only as a supplementary / alternative input methodthese types of actions are not present in the game
17
Ensure that all key actions can be carried out by digital controls (pad / keys / presses), with more complex input (eg. analogue, speech, gesture) not required, and included only as supplementary / alternative input methodsthese types of actions are not present in the game
18
Include an option to adjust the game speednot feasible for budget
19
Avoid repeated inputs (button-mashing/quick time events)these types of actions are not present in the game
20
If producing a PC game, support windowed mode for compatibility with overlaid virtual keyboardswindowed mode is supported on PC/Mac
21
Avoid / provide alternatives to requiring buttons to be held downgliding can be moved to a toggle instead of a hold action
22
Allow interfaces to be rearrangednot feasible for budget
23
Allow interfaces to be resizednot feasible for budget :(
24
Provide a macro systemnot feasible for budget
25
Allow for varied body types in VRnot relevant, not a VR game
26
Advanced
27
Allow play in both portrait and landscapegame UI scales to portrait mode. However this will only be able to function on PC/Mac as any consoles we might port to won't support windowed mode.
28
Do not make precise timing essential to gameplay – offer alternatives, actions that can be carried out while paused, or a skip mechanismnot feasible for budget :(
29
Include a cool-down period (post acceptance delay) of 0.5 seconds between inputswill be included in the first post launch patch!
30
Provide very simple control schemes that are compatible with assistive technology devices, such as switch or eye trackingnot feasible for budget
31
Cognitive
32
Basic
33
Allow the game to be started without the need to navigate through multiple levels of menusquick start is available, this skips all player customization
34
Use an easily readable default font size
35
Use simple clear language
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Use simple clear text formatting
37
Include tutorials
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Allow players to progress through text prompts at their own pace
39
Avoid flickering images and repetitive patterns
40
Intermediate
41
Include contextual in-game help/guidance/tipshandbook has delivery list + patch overview, + button prompt dlg
42
Indicate / allow reminder of current objectives during gameplayplayer can reference all active deliveries and requirements for patches at any point in the handbook
43
Indicate / allow reminder of controls during gameplayplayer can enable a HUD overlay with controls as well as controls being prompted for any interactions in-game
44
Include a means of practicing without failure, such as a practice level or sandbox modenot relevant, game never puts pressure on the player so effectively the whole game is a sandbox
45
Employ a simple, clear narrative structure
46
If using a long overarching narrative, provide summaries of progressnot feasible for budget but also narrative is not that long
47
Ensure no essential information (especially instructions) is conveyed by text alone, reinforce with visuals and/or speechCUT DUE TO AMOUNT OF WORK NECESSARY. Game relies heavily on reading of dialogue so going around this would severely impact all major systems. In some areas this is implemented (there's visual reminders in the handbook to show whether a delivery still needs items and the UI popup is a different color/symbol if you have something story-progressing to tell them) but I will not be able to guarantee it throughout the game.
48
Give a clear indication that interactive elements are interactiveui poup with button prompt. Pickups only require vicinity and move to draw attention
49
Provide an option to turn off / hide background movement
50
Support voice chat as well as text for multiplayer gamesnot relevant, no mutiplayer
51
Provide gameplay thumbnails with game savesnot relevant, no multiple saves are supported
52
Provide separate volume controls or mutes for effects, speech and background/musicmusic, ambient and SFX can be controlled seperately (no speech is present in the game)
53
Ensure sound / music choices for each key objects / events are distinct from each othereach area in the game as well as the opening and epilogue feature their own distinct music track. Pickups, deliveries and patches all will receive their own distinct SFX
54
Include an option to adjust the game speednot feasible for budget but Mail Time doesn't have any time pressure. The only timed inputs are related to the light platforming in the game.
55
Provide a choice of text colour, low/high contrast choice as a minimumcut, all text is high contrast by default and text color was not feasible for the setup sadly
56
Highlight important wordsimportant text is highlighted and any characters mentioned have their own acssociated color. A reference to that character will always be color coded
57
Advanced
58
Provide an option to disable blood and gorenot relevant, none present
59
Provide pre-recorded voiceovers for all text, including menus and installersnot feasible for budget
60
Avoid any sudden unexpected movement or events
61
Allow all narrative and instructions to be replayednot perfectly replayed but any given instruction willl be repeated in a new/alternate way if you speak to the character again.
62
Use symbol-based chat (smileys etc)
63
Provide an option to turn off / hide all non interactive elementsnot feasible for budget
64
Vision
65
Basic
66
Ensure no essential information is conveyed by a colour aloneessential information also receives an outline
67
If the game uses field of view (3D engine only), set an appropriate default for expected viewing environment
68
Avoid VR simulation sickness triggersnot relevant
69
Use an easily readable default font size
70
Use simple clear text formatting
71
Provide high contrast between text/UI and background
72
Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens
73
Intermediate
74
If the game uses field of view (3D engine only), allow a means for it to be adjusted
75
Avoid (or provide option to disable) any difference between controller movement and camera movement, such as weapon/walk bobbing or mouse smoothing
76
Use surround soundnot feasible for budget
77
Provide an option to turn off / hide background animationnot feasible for budget
78
Ensure screenreader support for mobile devicesnot relevant, not on mobile
79
Provide an option to adjust contrast
80
Ensure sound / music choices for key objects / events are distinct from each other
81
Provide a choice of cursor / crosshair colours / designswill be added asap post launch!
82
Give a clear indication that interactive elements are interactiveNPCs get a clear UI popup with button prompt and controller rumble when in range.
Pickups move, feature particles and a shine shader effect to draw attention.
83
Ensure manual / website are provided in a screenreader friendly formatbeing worked on currently!
84
Provide separate volume controls or mutes for effects, speech and background/music
85
Avoid placing essential temporary information outside the player’s eye-lineany essential remporary information would be in dialogue, pickup screens and patch gain screens and that is all center screen. All other information is static in the handbook (and even the pickups can be found again in the handbook)
86
Allow interfaces to be resizednot feasible for budget :(
87
Advanced
88
Allow the font size to be adjustedsadly not feasible due to the way text is setup in the game.
89
Provide a pingable sonar-style audio mapnot feasible for budget
90
Provide pre-recorded voiceovers for all text, including menus and installersnot feasible for budget
91
Provide a voiced GPSnot feasible for budget
92
Allow easy orientation to / movement along compass pointsnot feasible for budget
93
Ensure that all key actions can be carried out by digital controls (pads / keys / presses), with more complex input (eg. analogue, gesture) not required, and included only as supplementary / alternative input methodsnot relevant
94
Ensure screenreader support, including menus & installersnot feasable for budget
95
Use distinct sound / music design for all objects and events
96
Simulate binaural recordingnot feasible for budget
97
Provide an audio description tracknot feasible for budget
98
Hearing
99
Basic
100
Provide subtitles for all important speechall "speech" is in text form already