a11y-controls · diff
git:20260912.0fea221 to git:20260913.c18e2d8
20 added, 6 removed. Audit A to A.
---
name: a11y-controls
- description: Generic accessibility. Remap, hold-toggle, color not-only-hue, scalable UI.
+ description: Use when input, text, color, audio, flashing, motion, holds, repeated presses, timing, or UI presentation can exclude players and accessibility preferences need explicit behavior without changing hidden gameplay rules.
---
- # A11y controls
+ # A11y Controls
- Ask which flags are on: remap, toggle-sprint, hold-to-tap, mono-audio, color-shape, text-scale, reduced-flash, mouse-keys.
- Flags may not change cancel windows or hitboxes.
- Colorblind: shape + text (`hud-feedback`). Fighter motion inputs get a simple-input alias (`input-design`).
+ This skill owns **accessibility preference semantics and assistive input/presentation transforms**. `input-design` owns core actions/mappings; `hud-feedback`/UI skills own presentation surfaces; gameplay skills own hitboxes, damage and timing rules.
- Accept: a one-handed or no-color pass can finish the slice.
+ ## Capability set
+
+ Project-selected options may include action remap, hold↔toggle/tap alternatives, digital alternatives for analog-required functions, adjustable sensitivity/deadzone, text scale, subtitle/caption presentation, mono audio, color + non-color cues, reduced flash, reduced motion/camera effects, timing assists, or other documented accommodations.
+
+ Prefer remapping semantic **actions** rather than only swapping physical controls. When a function normally requires hold/repetition/analog motion, provide an alternative or configurable behavior when the project/platform targets it. Update hints/prompts to reflect the active mapping.
+
+ Accessibility presentation preferences must not silently rewrite unrelated hitboxes, collision, hidden cancel graphs, or entitlement state. If an assist intentionally changes gameplay timing/difficulty, name that assist and its scope explicitly rather than disguising it as a display option.
+
+ Color-critical state uses another distinguishable channel. Reduced-flash/motion settings retain required warning meaning through another supported channel. Subtitle/caption settings coordinate with localized text and significant audio cues through `game-localization`/HUD owners.
+
+ ## Acceptance
+
+ Build a capability matrix by supported device/input and preference. Test remapped actions, toggle alternatives, digital alternatives where supported, text scaling, non-color critical cues, reduced-flash/motion, and preference persistence. Record unsupported combinations as not-run/unsupported rather than claiming universal accessibility.
+
+ ## References
+
+ For applicable targets, verify current platform guidance before shipping (for example Xbox Accessibility Guidelines for input/captions and WCAG 2.2 for web UI focus/visibility).