orient the user
- progress indicator
- consistent structure
- describe the scene
- identify the actors and interactive parts
- give meaningful and predictable landmarks for the user.
- 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.
- 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: http://webaim.org/techniques/skipnav/
- Tab order should properly "cycle around" when tabbing through. Watch for focus traps or hidden elements which may break the game for users.