An action adventure game by Armature Studio where players switch bullet colours with the d-pad.
From Game Maker's Toolkit on Recore
Recore added d-pad arrows to enemy health bars so colour is never the only cue. Armature Studio put white arrows on enemy health bars: left for blue, up for yellow, right for red. Each arrow matches the d-pad direction the player presses to switch bullet colour.
Players with colourblindness or low vision can still tell which bullet colour an enemy needs. Game Maker's Toolkit used it as an example of the advice to "simply avoid relying on colour alone when communicating information, or distinguishing between two different things."
Add shapes, symbols, shading or animation wherever colour separates two things. Designing so colour is never the only signal removes the accessibility problem instead of patching it. The same check applies to HUD elements, alerts, enemy types, crosshairs, explosive barrels, loot rarity, damage indicators and waypoints.
Adds white arrows on enemy health bars (left for blue, up for yellow, right for red) matching the d-pad direction for each bullet colour, so colour is never the only signal.
Recore added d-pad arrows to enemy health bars so colour is never the only cue. Armature Studio put white arrows on enemy health bars: left for blue, up for yellow, right for red. Each arrow matches the d-pad direction the player presses to switch bullet colour.
Players with colourblindness or low vision can still tell which bullet colour an enemy needs. Game Maker's Toolkit used it as an example of the advice to "simply avoid relying on colour alone when communicating information, or distinguishing between two different things."
Add shapes, symbols, shading or animation wherever colour separates two things. Designing so colour is never the only signal removes the accessibility problem instead of patching it. The same check applies to HUD elements, alerts, enemy types, crosshairs, explosive barrels, loot rarity, damage indicators and waypoints.
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