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Accessibility gaming

Skill actually-useful-ai/accessibility-devkit/skills/accessibility-gaming

Use when building or reviewing games, real-time, or highly interactive web experiences for accessibility — input remapping, photosensitivity and flash safety, captions for audio cues, assist and difficulty modes, and motor-friendly controls.From its SKILL.md

Install
npx -y skills add actually-useful-ai/accessibility-devkit --skill accessibility-gaming

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 3 stars3 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

4.6 KB, as published. Nobody here has run it

Gaming Accessibility

A specialist lens over the core accessibility skill for games and real-time interactive experiences. The baseline review order still applies; this skill changes what to weight and what to check first, because games fail different people in different ways than a document or form does.

Start from the core review (native semantics, keyboard and focus, names and roles, perception, cognitive access, motion and input, recovery). Then apply the priorities below.

Where the risk concentrates

  1. Photosensitivity. Flashing, strobing, and rapid high-contrast motion can trigger seizures. This is the highest-consequence risk in games and the first thing to check.
  2. Motor and input. Real-time input, held or repeated presses, precise timing, and simultaneous keys lock out people who use one hand, a switch, eye-gaze, or who have tremor.
  3. Sensory. Audio carries information — footsteps, alerts, dialogue. Without captions and visual equivalents, that information is lost.
  4. Cognitive. Time pressure, memorization, and hidden objectives raise the floor of who can play.

Review lens

  • Flash safety first. No content flashes more than three times per second (WCAG 2.3.1). Meter any strobe, muzzle flash, screen shake, or rapid palette cycle before shipping it, and provide a photosensitivity warning and a reduced-flash toggle.
  • Full input operability. Every action works from the keyboard and a single input method. Nothing depends on a mouse path, a multi-key chord, rapid mashing, or a gesture with no alternative. Controls are remappable, and the game can be paused at any time.
  • Adjustable timing. Time limits are extendable, adjustable, or off. Quick-time events have an alternative.
  • Captions and cues. Dialogue and meaningful non-speech audio (an approaching enemy, a low-health alarm) have captions and a visual signal. Do not encode required information in sound or color alone.
  • Assist over gate. Difficulty and assist options never sit behind a skill barrier a person cannot pass to reach them.

Packages to reach for

NeedPackageKey utilities
Flash and motion safety@accessibility-devkit/motioncreateFlashMeter, exceedsFlashFrequencyLimit, withReducedMotion, applyMotionPreference
Input and controls@accessibility-devkit/motormeetsTargetSize, makeKeyboardDraggable, preventRapidRepeat, createDwellActivation
Captions and audio cues@accessibility-devkit/mediaauditMedia, hasCaptions, ensureAudioControl
HUD colour and contrast@accessibility-devkit/accommodationsgetContrastRatio, meetsContrastThreshold, simulateColorVisionDeficiency
Assist, checkpoints, undo@accessibility-devkit/cognitivecreateUndoController, createSessionTimeout

Domain patterns

  • A settings screen that groups accessibility options and is reachable from the first screen, not buried mid-game.
  • A subtitle system that names the speaker and describes non-speech audio, with adjustable size and background.
  • Colorblind modes plus a non-color cue (shape, icon, label) for every state that color communicates.
  • A remap screen covering every action, including menus and prompts.
  • A flash budget checked in your render loop, so an effect that exceeds the threshold is caught in development.

Guardrails

  • Never ship content that flashes more than three times per second, at any difficulty.
  • Pause must always be available; do not tie it to a timed or skill-gated action.
  • Do not lock accessibility options behind gameplay a person may not be able to complete.
  • Do not rely on color or sound alone for anything the player must perceive to act.

Routing

Keep semantic, keyboard, and assistive-technology work in the core accessibility skill. Route onboarding friction, tutorial pacing, and decision cost to intentional-ux. Bring the flash and input evidence with you when the same issue spans both.

Keep looking

Skills are one crate of 626,474. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.