Overview of the title, gameplay and violated guideline of each game level
Start screen |
Gameplay: |
Although the start screen is not a game level per se, an accessibility
problem was induced also here. In order to start the game the player must
concurrently press "Control + Shift + Enter + Home + F3 + F12 + Right Arrow". |
Guideline: |
It should be possible to start playing the game using a single button. |
Level 1. Learning to Die |
Gameplay: |
This is a tutorial level, but for the enemy spaceships, not the player,
since they can't be destroyed, but the player can. |
Guideline: |
Provide a tutorial mode. |
Level 2. Piano Man |
Gameplay: |
The player must use awkward key combinations to control the spaceship
(e.g., Shift + L + Left Arrow to go left). |
Guideline: |
Avoid simultaneous button pressing. |
Level 3. Hunt and Peck |
Gameplay: |
The control keys have been randomly redefined and the player has to find
them. |
Guideline: |
Allow redefining the controls. |
4. Look Ma, No Hands! |
Gameplay: |
This is a single-switch level, but unfortunately the player can only fire
but not move, due to lack of design creativity. |
Guideline: |
Allow playing the game with a smaller number of controls, even with just
a single switch (button). |
Level 5. Spell Check |
Gameplay: |
The player has to type 'left' to move left, 'right' to move right and
'fire' to fire. |
Guideline: |
Support alternative input techniques. |
Level 6. Out of Control |
Gameplay: |
The player can do nothing since this level can only be played with an
imaginary in-house developed special controller. |
Guideline: |
Support alternative controllers. |
Level 7. Die (not so) Hard |
Gameplay: |
This level is extremely difficult. |
Guideline: |
Allow adjusting difficulty level. |
Level 8. The Fast and the Furious |
Gameplay: |
The gameplay at this level is incredibly fast. |
Guideline: |
Provide control over game speed. |
Level 9. Chill Out! |
Gameplay: |
The gameplay at this level is ridiculously slow. |
Guideline: |
Provide control over game speed. |
Level 10. Touchy |
Gameplay: |
The player's controls are very sensitive. The lightest touch of a key
results in an unpredictable amount of movement. |
Guideline: |
Allow adjusting control sensitivity. |
Level 11. Hakuna Matata |
Gameplay: |
Information about how this level can be played is provided in Swahili. |
Guideline: |
Use simple language and provide easy to understand instructions. |
Level 12. Over the Rainbow |
Gameplay: |
The player is instructed to shoot only the BLUE spaceships, otherwise
s/he will be destroyed. The catch is that the enemies are rendered in grayscale. |
Guideline: |
Do not rely on color alone. |
Level 13. Low Budget |
Gameplay: |
All game elements are rendered in a tiny size. |
Guideline: |
Allow magnifying the text and graphics. |
Level 14. XXXL |
Gameplay: |
The game elements have been magnified so much that the game cannot be
played. |
Guideline: |
Make sure that the game is still playable when resized. |
Level 15. The Bright Side of Life |
Gameplay: |
Both the background and foreground graphics are rendered using very bright,
whitish colors, so there is almost no contrast among them. |
Guideline: |
Allow adjusting contrast, brightness and colors. |
Level 16. Groovy |
Gameplay: |
Very complex, flashing, psychedelic graphics are used for the background
and foreground graphics. |
Guideline: |
Allow adjusting visual detail. |
Level 17. See No Evil, Hear No Evil |
Gameplay: |
Enemy spaceships shoot missiles that the player cannot see nor hear. |
Guideline: |
Provide 3D audio cues. |
Level 18. The Art of Noise |
Gameplay: |
The player is playing in the dark. Fortunately, the game provides 3D audio
cues and audio description about the enemy spaceships and incoming fire,
but unfortunately the music is so loud that covers them. |
Guideline: |
Provide separate volume controls for music, speech and sound effects. |
Level: 19. Chatterbox |
Gameplay: |
The player is again in the dark. This time the game provides audio description
about the enemy spaceships and incoming fire, but it is so superfluous that
it is totally unusable (e.g., "look out! there is a big spaceship that looks
really mean on your left"). |
Guideline: |
Provide meaningful and timely spoken information. |
Level 20. Smooth Talker |
Gameplay: |
The player is in the dark and audio description is provided at either to fast or too slow rate. |
Guideline: |
Provide speech rate control. |
Level 21. Speechless |
Gameplay: |
The player is asked to listen to "the voice" and fire when instructed to do so. If s/he doesn't, or if s/he does it any other time, s/he loses. Unfortunately, "the voice" cannot be heard. |
Guideline: |
Provide closed captions for dialogue and sound effects. |
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