The short answer
A handful of decisions exclude a meaningful share of players: colour-only signals, tight timing, precise dragging, small text and information delivered only through sound.
Each has a low-cost alternative if it is decided early.
The common exclusions
| Design choice | Alternative |
|---|---|
| Colour alone conveys meaning | Add shape, pattern or label |
| Fast reaction required | Offer a slower mode |
| Precise dragging | Tap targets as well |
| Small text | Scalable, with good contrast |
| Audio-only cue | Visual equivalent alongside |
Colour alone is the most frequent and the easiest to fix. Adding a shape or pattern to a colour-coded element costs nothing and helps a lot of people.
Input flexibility
- Keyboard as well as pointer where practical
- Large enough touch targets for imprecise input
- No requirement to hold and drag simultaneously
- Remappable controls if there are several
- Pause available at any point
Pausing matters more than it seems. A game that cannot be paused excludes anyone who may need to stop suddenly, which is a lot of people.
Motion and flashing
- Avoid rapid flashing entirely.
- Respect the system setting for reduced motion.
- Offer a way to reduce screen shake and particle effects.
- Keep essential information out of moving elements.
- Warn before any sequence with strong visual effects.
Point one is a safety matter rather than a preference. Rapid flashing can trigger seizures and there is no design justification worth that risk.
Difficulty is an accessibility feature
An easier mode is frequently the single most effective accessibility option, because it addresses motor, cognitive and visual barriers at once.
Present it neutrally rather than as a lesser version, and let players change it mid-game rather than only at the start.