Getting Dream Quest accessible. Leave your feedback.

A lot of what I'm posting is noted on the AppleVis forums. I'm posting it here so you all know what is going on. I'm not the developer of this iOS title but want to spread the word. The game description is below with my thoughts afterwards.

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"Play cards! Kill monsters! Level Up!

Dream Quest is a roguelike deckbuilding game inspired by the likes of Ascension, Magic: the Gathering, and Shandalar. Explore randomly generated levels
as one of 13 classes in short, 30 minute, sessions. One floor might find your wizard in the crypt, another your warrior underwater, and a third, your assassin
stalking a volcanic wasteland. As you progress, your characters earn achievements, each making your future runs a little easier or more interesting.

Combat is a card game. Your abilities are a deck of cards that you develop as you gain power. For example, a thief starts with a handful of Slice cards
and a Backstab, but can learn defensive moves like Dodge or powerful finishing moves like Coup de Grace. Carefully choosing which cards to add to your
deck is the heart of the game: wise choices will find you slicing through monsters while poor ones will leave you tripping over your own two feet.

Features:
‧13 different classes, with wildly different play styles
‧Over 300 cards, ranging from the defensive Kick and Armor to the devastating Meteor and Curse of Doom
‧More than 70 monsters carefully catalogued in the Bestiary as you encounter them
‧Infinite replayability – easily 50 hours to see the majority of the content
‧No In App Purchases – the price of the game is the price of the game. Everything is unlocked only by playing.

Reviews of Version 1.0 have been fantastic! Examples include:

"Don't be fooled by its simplistic stick-figure art – Dream Quest brings together roguelike dungeon-crawling and deckbuilding to create a truly unique
challenge"
-IGN

"This game is really one of a kind. The mix between rogue-like and cards is really well done...Kudos to the dev for such an innovative and challenging
game"
-Mike32, TouchArcade

"If you can get past the simplistic graphics, you're looking at a very interesting, strategic game. I've already lost a few hours to it - the kind of hours
where you wonder where the time went. Outstanding game!"
-Citronaut"


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First, if you are excited about this game and think you can simply play it after purchasing, the developer suggests you do not buy at this time. I tested this game myself when I first heard about it. VoiceOver isn't playing nice with the game engine used to make the game.

Second, he isn't experienced with doing something like this; turning something from inaccessible to accessible. However, he is enthusiastic about trying to make this work. Here are some thoughts for what he has in mind (taken from his post on AppleVis).

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Most of the interactable UI objects are just buttons. It seems like the right thing here is one-touch reads the text (or a short description I create for
imaged buttons) and double-tap presses it.

There are large swathes of text, a number of which are very long and completely irrelevant to the game play. I'd like them to be available, but if you
had the treasure chest description read to you 100 times, you'd go crazy. Is the best thing here tap to read by paragraph? By whole text? Or single-click
to say "You found a treasure chest", double-click to read the whole thing?

For interacting with the dungeon, my proposal is to have single-click read the things there with the same level of information the visual UI gives (so
clicking on a monster that you're next to says "Level 7 Faerie Rogue", but one far away is just "Faerie Rogue") and double-clicking moves you to that place
(as if you'd single-clicked in the current UI). Moving to a place would then again read the information, confirming that you'd successfully gotten there
(since you can get ambushed on the way).

For things that happen with a visual cue, just read the text out loud - it happens infrequently and the text is short.

For combat, click on a card to get its name, double click to read the full text, and drag to the center to play, drag to the graveyard to discard (same
as the standard UI, kind of). Clicking on things that usually pop up text just reads the text instead. Whenever the enemy plays a card, read the name of
the card it played. When the enemy is done with its turn and it's your turn again, say so.

Expanding the discard pile and equipment pile works as normal except that closing it has to be done by clicking the same place rather than anywhere so
that you can actually examine the cards that come up. Alternatively, it could read the names of those cards as it pops them up.

Off the top of my head, that's most things. The hardest for me is the text since it doesn't really work in a way that's conducive to clicking right now.

How does this sound? Are there aspects of this that are actually horrible or clever things (or obvious things) I haven't thought about?

Thanks a lot!
Peter
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Some of the movements we can do. Like in a poker app, you can actually drag cards from your deck to the center so that would work here. What are the things he's missing? Post your feedback and I'll email him this thread so he can add that to his list of sources.

URL: http://forum.audiogames.net/viewtopic.php?pid=175391#p175391

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