Versions Compared


  • This line was added.
  • This line was removed.
  • Formatting was changed.


orient the user

  • progress indicator
  • consistent structure
  • describe the scene
  • identify the actors and interactive parts
  • give meaningful and predictable landmarks for the user.

Player Choices

  • Use simple terminology and define any terms if necessary.
  • Make it clear what the outcome would be. For example: A choice called "I'm out of here" perhaps should be relabelled as "I'm out of here (quit game)".
  • If possible, make choices forgiving or give opportunity for users to correct or change their choices.


  • Instructions should be clear and concise. Buttons should have labels.
  • Make help readily available.
  • Avoid really dense content and interactions. Group using <section> elements with proper <h1> headings.

Visual Perception

  • Do not rely on colour to convey meaning. If this is unavoidable, provide a text label or text descriptions.
  • Avoid using transition / animation effects on content that is critical to the outcomes of the game. These effects may be missed or misunderstood.


  • Tab order should be consistent with existing user experiences. i.e. top to bottom, left to right.
  • Interactables should have:
    • a keyboard equivalent
    • focus styling so the user knows when they can interact with the item
  • You want to get your users into the experience as quickly as possible:
    • avoid loading navigation, link to home, about, etc up front - the user will need to tab through all of this to get to the interesting parts.
    • consider adding a skip link:
  • Tab order should properly "cycle around" when tabbing through. Watch for focus traps or hidden elements which may break the game for users.