Case study: Accessibility-first redesign of an indie platformer menu
Gaming · 4 min read
Player feedback and playtests revealed that the original menu had inconsistent focus states, dense option clusters, and no support for remapped controls. The studio prioritized three accessibility goals: consistent navigational focus, flexible input mapping, and reduced cognitive load for menu choices. Designers created high-contrast modes, expanded hit targets, and a simple remapping interface accessible from the title screen.
Usability sessions included neurodivergent players and screen reader simulations. The team used session recordings and qualitative notes to iterate on wording and flow; for example, replacing nested toggles with linear progressive disclosure reduced accidental option changes. They also introduced a practice sandbox where players could test remapped controls before starting a run, which proved especially useful for players with motor differences.
After the redesign, the studio observed a 12% increase in new-player retention at day 3 and a 40% drop in navigation-related support tickets. Community sentiment shifted positively, and the studio gained press coverage for accessibility leadership in indie development. The small studio found that investing early in accessible UX not only broadened its player base but also reduced churn driven by initial frustration.