![]() ![]() These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing. We've documented 6 accessibility features for Getting Started in Gorogoa which deal with what support is offered to get started with the game. If you want to play Gorogoa, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility: Similar Games With More Accessibility Features for Controls No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s). Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action. Specific button operation required to play One Motion Targeted: Can play with touchscreen, tap and swipe or hold gesture. Additional gestures may be required for games played with a screenreader like VoiceOver. Mouse and Keys: Can play with mouse and multiple keys. Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks. More gaming news and updatesĬheck out the latest from Mic, including our deep dive into how female Overwatch players are dealing with online harassment, a cool making-of video for Legend of Zelda: Breath of the Wild and an article about what a Bechdel test for gaming might look like.We've documented 5 accessibility features for Controls in Gorogoa which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs. Puzzle game fans should definitely keep their eyes on Gorogoa. The demo was entirely mouse-driven, but I could see it being especially great as a mobile game. Roberts is still finalizing all of the game's art and visual cues, and he mentioned several times during my demo that certain elements were only temporary. Gorogoa doesn't have a firm release date, but it's supposed to come out in 2017. "I want it to be clear, but not too clear." "The player can sense if I'm trying to tell a story that I don't understand," Roberts said. Roberts told me the game will give you more clues as you go along, but some details will still be left to your imagination. Still, don't expect a Mass Effect-style exposition dump at any point. "They don't feel like they're just to justify the puzzles." "Over time, I've preferred the idea that the scenes actually work as part of a story," Roberts said. ![]() Roberts felt strongly that the game needed a story so that the scenes had a purpose beyond accommodating puzzles. I didn't get a firm handle on what was going on in my short demo, but I could tell that it was planting seeds for further plot development, even if the game has no text or narration to guide the player along. The art is fairly abstract, but there actually is a narrative happening in Gorogoa. "When two tiles join together, I want them to feel like the miraculous transcending the ordinary," Roberts said." Once you figure it out, though, it's pretty special. I had to zoom in and out as the rock was rolling to get it to its destination, which introduced an element of timing that I never thought I'd see in this game. In one instance, by correctly adjusting the zoom levels on three entirely separate tiles and aligning them in the right way, I was able to roll a rock down a set of hills. ![]() The extent to which some scenes can be zoomed in on or out from is impressive, and it frequently introduced new concepts I would never have expected. "In order to test that a puzzle works, I have to take the art to a certain point."Įven in the half hour or so that I played Gorogoa, I was constantly surprised by the depth of the puzzles. "Since the puzzles are all about pictures fitting together, it's much more difficult to separate the puzzles from the art design," Roberts said. That means the puzzle design and the art are inextricable, which makes testing difficult. He didn't set out to do the most difficult thing possible he's just more adept with a pencil than with digital art tools. Each scene is hand-drawn in pencil by Roberts, which explains why Gorogoa has been in development for several years. ![]()
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