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This skill should be used when the user asks about "accessibility", "control scheme", "controller mapping", "difficulty options", "colorblind", "UI design", "UX", "user experience", "menu design", "information hierarchy", "readable text", "controller remapping", or needs to make their game more accessible and user-friendly.

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SKILL.md

name Accessibility and UX
description This skill should be used when the user asks about "accessibility", "control scheme", "controller mapping", "difficulty options", "colorblind", "UI design", "UX", "user experience", "menu design", "information hierarchy", "readable text", "controller remapping", or needs to make their game more accessible and user-friendly.
version 1.0.0

Accessibility and UX

Practical frameworks for controller-based games that more people can play and enjoy.

Core Principle: Accessibility is Design

Accessibility isn't extra work—it's good design. Features that help disabled players often improve experience for everyone.


Controller Design

Button Mapping Principles

Principle Example
Primary actions on face buttons Jump = A, Attack = X
Modifiers on shoulders Sprint = L1, Aim = L2
Menu on Start/Options Pause, inventory
Movement on left stick Always
Camera on right stick When applicable

Controller Template

CONTROLLER LAYOUT

LEFT                    RIGHT
L2: _________          R2: _________
L1: _________          R1: _________

D-Pad:                 Face:
  Up: _______            Y: _______
  Down: _____            A: _______
  Left: _____            B: _______
  Right: ____            X: _______

Left Stick: _______    Right Stick: _______
L3 (click): _______    R3 (click): _______

Start: _______         Select: _______

Remapping Checklist

  • All buttons remappable
  • Presets available (e.g., "lefty," "one-handed")
  • Settings saved per profile
  • Preview before confirming

Difficulty Options

Difficulty Spectrum

Approach Description Accessibility
Single difficulty One experience Low
Presets Easy/Normal/Hard Medium
Granular options Individual sliders High
Assist modes Specific helpers Very High

Granular Options Template

Option Range Default
Damage taken 50-200% 100%
Damage dealt 50-200% 100%
Enemy aggression Low-High Normal
Timing windows Generous-Strict Normal
Auto-aim strength Off-Strong Light

Assist Modes

Assist Helps With Implementation
Invincibility Can't die No damage taken
Skip encounter Stuck on fight Button to bypass
Auto-complete QTE Reaction time Always succeeds
Increased coyote time Precision More forgiving jumps
Contrast mode Visibility High contrast colors

Visual Accessibility

Colorblind Modes

Type Population Solution
Protanopia (red) ~1% male Avoid red/green distinction
Deuteranopia (green) ~6% male Avoid red/green distinction
Tritanopia (blue) ~0.01% Avoid blue/yellow distinction

Solutions

  • Multiple colorblind presets
  • Shapes/patterns in addition to colors
  • Text labels on colored elements
  • Customizable UI colors

Text Readability

Element Minimum Recommended
Body text 18pt 24pt
Headers 24pt 32pt
HUD elements 20pt 28pt
Contrast ratio 4.5:1 7:1

Audio Accessibility

Subtitles and Captions

Feature Description
Subtitles Dialogue text
Closed captions All audio described
Speaker names Who is speaking
Direction indicators Where sound comes from

Audio Options

  • Separate volume: Master, Music, SFX, Voice
  • Mono audio option
  • Visual cues for important sounds
  • Haptic feedback for audio events

Motor Accessibility

One-Handed Play

  • All actions possible with one hand
  • OR alternative control scheme for one-handed
  • No simultaneous button requirements

Reduced Input

  • Hold instead of mash
  • Auto-run option
  • Simplified combo inputs
  • Toggle vs hold options

Information Design

HUD Hierarchy

CRITICAL (always visible)
├── Health
├── Current objective
└── Immediate threats

IMPORTANT (visible when relevant)
├── Resources
├── Minimap
└── Active effects

OPTIONAL (toggle or menu)
├── Detailed stats
├── Quest log
└── Full map

Information Checklist

  • Most important info most visible
  • Redundant cues (audio + visual)
  • Nothing purely color-dependent
  • Font is readable at all sizes
  • UI scales with resolution

Menu Design

Menu Navigation

Best Practice Reason
D-pad navigation Precise, accessible
Clear current selection Know where you are
Back button always works Easy escape
Confirm = A/X Convention
Cancel = B/Circle Convention

Settings Checklist

  • Accessible from pause menu
  • Changes apply immediately (or preview)
  • Reset to defaults available
  • Settings persist across sessions

Quick Accessibility Audit

Must Have

  • Remappable controls
  • Subtitle option
  • Multiple difficulty levels
  • Pause during gameplay

Should Have

  • Colorblind modes
  • Scalable UI/text
  • Separate volume controls
  • Control scheme presets

Nice to Have

  • Full assist mode
  • One-handed mode
  • High contrast mode
  • Screen reader support

Additional Resources

Reference Files

  • references/controller-mapping.md — Detailed controller templates
  • references/difficulty-options.md — Granular difficulty design
  • references/accessibility-checklist.md — Full audit checklist

Related Skills

  • player-psychology — Understanding player needs
  • game-balance — Difficulty design