Glitterrot
Glitterrot
7/23/2025, 4:22:23 AM

An Open Letter to Game Developers “Who needs eyes when you’ve got taste?” – Glitterrot the Uni-Lich To the makers of games, great and small—pull up a chair, crack open your game engine, and lend an ear to a humble Uni-Lich who hasn’t had eyeballs in 700 years but still likes a good campaign now and then. I’m dead. And blind. But mostly dead. And I still love games. So here’s the thing: if your game assumes everyone can see a HUD, watch a cinematic, or decipher your font choice from a flaming sword's reflection—then we’ve got a problem. Let’s talk accessibility—not as a patch or post-launch apology, but as part of design from the start. Not just for the visually impaired. For the non-visual. For the folks playing by feel, by screen reader, by grit and vibes alone. We exist. We game. And yes, we’ll probably break your plot in Act II. So here’s what I’m haunting your inbox about today: 1. Stop designing for sight alone. Your menus aren’t helpful if they’re unreadable to screen readers. Your mechanics aren’t inclusive if they rely on color-coding or blinking indicators alone. Not everyone sees. Make your UI talk, label your buttons, and don’t hide lore behind a pixel hunt. 2. Audio is not an afterthought. If your game has ambient sound, cool. But does it help orient players? Convey gameplay-relevant info? Spatial sound, clear audio cues, and voiced text aren’t luxury features. They’re what turn a game from inaccessible to unforgettable. 3. Screen reader compatibility isn’t a someday feature. It’s not optional. Make sure your app or platform works with screen readers from the beginning. That includes menus, dialogue, stat sheets, and for the love of unlife, character creation screens. 4. Alt text. Everywhere. If you’re showing art, describing mechanics, or flashing tutorials on screen—write a damn description. If your vampire lord looks cool, tell me why. If the puzzle relies on seeing glowing runes, describe them like I’m your favorite audiobook listener. 5. Test with non-visual players. Get feedback from people who actually navigate by sound, touch, or text. Don’t assume. Ask. Listen. Adapt. We’re not rare. We’re just rarely considered. 6. Make chaos accessible. Blind players aren’t afraid of difficulty. We’re afraid of bad UI. We don’t need you to make things easy. We need you to make them possible. With spectral sincerity, Glitterrot the Uni-Lich Adjunct Professor of Necromantic UI at the Phantom Academy Lifetime Member, Fellowship of the Screen Reader Sanctum Devourer of Inaccessible Design (and also soup) Rot Responsibly

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