November 2nd, 2020

Enter The gungeon
- Accessibility Analysis -

Project Description

This access analysis was carried out during one of my User Experience courses during my 2nd year at E-artsup Lille.

The goal was to make the most complete analysis possible on the accessibility of the game of our choice.
To do this, we had a few points to help us build our analysis ;
- What was the type of UI ?
- What are the different areas of the interface ?
- What means have been put in place to ensure legibility ?
- What are the main affordances, type of signs and other major feedbacks
- How is the ergonomics of controls constituted ?
- Play with mechanics to reduce/prevent errors
- Does the game have mechanics to limit physical and mental load
- What other accessibility options are available ?

Little Reminder

Enter the Gungeon, is a Rogue Like, seen as the namesake of Binding of Isac.

The game is very focused on the theme of weapons so that enemies will usually a ball shape.

The game is divided into several dungeons, called Chambers. There are 6 in total, including 2 secret ones which are therefore hidden. Each Chambers is more difficult than the previous one and has its own theme.

Index

What does the interface look like ?

In-game interface
Board interface

In the game, the UI is always separated from the game scene. So it is not dietetic.

What are the interface zones ?

Red bullets represent life . Each bullet represents a half-heart.

Blue balls are blank balls . When used, it acts as a shock wave and disproves all enemy bullets and destroys the elements of scenery on the alant turn.
(Like the red tears in"Binding of Isac")

The shield is like an extra life. However, when you lose it, it will feel like a blank ball.

Keys serve to open safes/ hatches/ cell doors and can serve as currency for a specific merchant.
Keys are available in the shops/ killing a boss or randomly emptying a room.

The casings' money in the game. Money can be used in the store and with street vendors.

Tools are temporary aids for fighting.
They can act as health boosts or as power boosts.

All the guns that have been brought in or bought are piled up here.
The values here represent the remaining ammo for this weapon and the maximum ammo possible.
The right ball gauge represents the magazine and its contents.
Even if a gun runs out of bullets, it’s still in the inventory.

The radar shows the close environment around the player.
However, during a fight, it disappears to lighten the interface of the player.

The map represents the chambers . Each of the chambers have a different map.
The items at the bottom represent the bonuses obtained during the run.

Example Map of chamber 1

The little green wheels represent the portals of teleportation.
They serve to be able to cross the chamber quickly.

Readability

The dialogues, have little presence in the game, but the size and the contrast of the dialogues is always well adapted which makes their readability always good.
Indeed, the contrast of the dialogues is optimal, since it is always about the Black/ White relationship.
To help with the readability, the objects, or people with whom we will interact are set in value with a white highlight (As in "Among Us").

Dialogue contrast

Each information on the interface is intelligent row and distributed at the four corners of the interface.

Important Information

Mini Map

Tool

Inventory

Composition of the HUD

We can see how legible an interface is by blurring an image of the game.
Here, the different interface points are visible on this capture.

HUD Blurred

The pause menu is also very readable, while remaining very minimalist, which fits very well in the game.

Pause Menu

Consistency

Weapons , tools , enemies , characters , dealers , keep the same theme , shape and function throughout the game.

Affordances

The objects have a coherent shape and function despite their design based on weapons and especially bullets.
Here are some examples :

- Life in the shape of a heart designed with two balls.
- Shield from a classic form to other games.
- The key is recognizable even if it has a particular shape.

- The shop also has a classic design, much like the shop in "Crawl".

Store of this game
Crawl store

Enemies also have an intuitive form.

Encyclopedia Gungeonesque Enemies

- Normal rounds fire weapons of the same calibre
- Normal bullets with a military helmet fire an assault rifle
- Cartridges fire shotguns
- Key balls provide a key when removed
- Balls with exclamation points provide an object (as in Mario)

Signs

To guide the player and push him to do certain actions, the game subtly conceals signs.
Here is an example :

- Use a key to open a cell

Cell

- Roll over a round of balls.

Rolling

- A sign to encourage people to jump into space to repair the elevator.

Repair an elevator

Feedback

In this game, there are different feedback on different visible or audible planes, here are some examples for each plane :

UI Animation

Change of weapon
Reloading the weapon
Loss of life
Using a blank ball
Reloading the tool

3D Animation / Sprite

Roulade
Displacement
Recoil of the weapon
Shield Loss / Scan
Table toppling

VFX

Loss of life
Different shot per weapon
Discovery of enemies/ boss
Death of enemies/ boss
Lights
Destruction of decor
Loss of tools
Portal of teleportation
Teleportation

SFX

Sound of the weapon
Reloading the weapon
Loss of life
Opening a door
Using the tool
Pick up item
Destruction of decor
Teleportation
Table toppling

Vibration

Slight Medium Strong
Shooting Teleportation Arrived in a chamber
Death of an enemy Opening room of the boss
Opening a door Death of the boss

Music

There is one mood music per room.

Ergonomics of controls

Controler Controls
Keyboard Controls

The keys are editable, as in most games released recently.

We can also note that the game is playable by two players locally.
If both players play on the controller, each player can customize the full range of their keys as they wish.

We can also take the example of Hades, a game in the same style (a Rogue Like), which offers the same kind of options to modify its keys.

Mechanical to reduce / prevent the mistake

Mechanical to reduce / prevent the mistake
the mistake

There are few safety mechanisms in the game.

The only safety mechanism is the confirmation request when the options are modified.

Confirmation of changes

When exchanging a tool, the recovered tool is replaced by the previous tool, and it deposits it on the ground.

This allows to recover it in case of error.

However, he disappears when we leave the room, a bit like in Don’t Starve.

Object Exchange

There is also a backup system at the end of the rooms so that we can leave and continue in the next room later.

Save and Return Later

Catch up the mistake

The game offers several features to catch errors, here is someone :

As we progress, we can unlock the elevator that allows direct access to specific floors. In case of death on a mistake, we can come back quickly.

Elevator

Life preserved for later when you’re healthy. Life is then stored in vending machines available in the store or in the room after the boss of the room.

Life distributor

The game does not have a BuyBack, so that when you enter an item for sale, if you have the requested amount, the item will be purchased directly and there will be no return possible.

Mechanical to limit loads

Mental load

Enemies / weapons / tools / objects / boss, already encountered are classified in «the gungeonesque encyclopedia»

Encyclopedia Gungeonesque

The map of the room being less used, to lighten the memory of the player, the keys to manipulate the card are visible.

Map legend

To help the player remember, the last character used becomes the base character.

Character selection

However, the keys to move, shoot, dodge and other actions are not indicated, so the player must remember the keys without help.

Physical Load

As stated before, the game keys are not indicated, but the number of keys is limited which allows to limiting both the mental load and the physical load.

The button to shoot does not need to be smashed, the rate of fire will remain the same. However, to continuously dodge, you must smash the dodge button.

The difficulty of the chambers is progressive, the enemies are stronger and stronger and the number of enemies per room is more and more imposing.

The game does not have a goal assist, so the player must apply.

The biggest physical charge is the duration of a game that can last a very long time. For a beginner player, a game can last about 15min. This can be long and daunting for some people.

Accessibility option

The game does not offer a filter for color-blind people. However, enemies, tools, weapons, keys, ..., all have a unique shape, which still allows to differentiate them.

Encyclopedia Gungeonesque Enemies

To make it more accessible, the game also offers a wide choice of language.

Different language available

Concept of Disability

In case of handicap, the game remains playable, but it is difficult to play depending on the handicap.