I've made some mockups of some common menu issues I see in indie games (even high-profile indies and AAA sometimes) that could be pretty easily fixed with a better understanding of the problem
I get a bit heated about this stuff because there are some really amazing games that run into these issues, and although my eyes aren't that bad, they're not getting any better with age. Plus, good accessibility is better for everyone all around
Sometimes I see mixed button styles in a menu, which isn't necessarily bad and can add some flavor, but the focused state isn't distinguished enough to be immediately recognizable. The player has to flip between their options to figure out which one they're about to choose
I talked a bit in the comments here about how I distinguish between thumbnails, wireframes, and mockups but I figured it might be worth it to make a little thread for anyone interested
I basically always start out with thumbnail doodles. These are usually inscrutable to anyone but me. They are entirely about problem solving, a quick and dirty way to help get ideas out of my head and into a space where I can see what really works and where the problems are
sometimes I start out with writing things down, usually a list of everything that needs to be on a screen. From there, I can figure out how things should be grouped, split up, and arranged
Mixolumia version 0.3.0 is out for Patreon folks! This is a HUGE update to the music system and includes player profiles and a bunch of other stuff patreon.com/posts/mixolumi…
Do all those flashy effects in Mixolumia cause an accessibility issue for you? I just pushed a small update that lets you turn all that stuff off if you want!
been working on Mixolumia's UI and some extremely soothing menu music + sfx