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ColorPath / Guides

Color-blind friendly puzzle games: what actually makes one playable.

A game built entirely on colour can still be fair to players who do not see all of it — but only if colour is never the only thing carrying the meaning. Here is how to check any game in two minutes, and what a colour-blind review changed in ours.

By SLOCC LLC ·

The problem nobody sees until it is shipped

Colour vision deficiency is commonly cited at around one in twelve men and one in two hundred women, with red-green types by far the most common. In a puzzle game, those numbers land somewhere uncomfortable: the mechanic is fine, the art is fine, and a meaningful slice of players simply cannot read the board.

The failure is invisible from inside the studio. A designer picking four cheerful, well-separated hues sees four cheerful, well-separated hues. What they do not see is that two of them sit almost on top of each other once a particular cone response is missing, and that the game has given the player no other way to tell them apart.

We know because it happened to us. ColorPath ships four colours — coral, amber, jade and iris. Put them through a red-green simulation with hue removed and coral collapses into amber, and jade collapses into iris. A game whose entire win condition is “make every tile match its target colour” had, in its first build, made itself unplayable for the players most likely to care about a calm colour puzzle.

Palette swap versus redundant encoding

There are two ways to respond, and the difference matters more than any other detail on this page.

The common response is a palette swap: a “colour-blind mode” that replaces the colours with a set chosen to survive one type of deficiency. It is easy to build, it demos well, and it is the weaker fix. Colour is still the only channel carrying the information. It helps the deficiency the new palette was chosen for and not the others, it often makes the game uglier for everyone, and it forces the player to choose between playing the game as designed and playing it at all.

The better response is redundant encoding: leave the colours alone and add a second, independent cue that carries the same meaning. A shape. An icon. A texture. A label. Now the information exists twice, in two channels, and the game works whether or not either channel is available to a given player. This is not a colour-blindness feature so much as a basic information-design one; it is the same principle that puts a symbol on a road sign rather than trusting the colour of the sign.

Redundant encoding also has a property palette swaps lack: it is additive. Players who see colour perfectly well lose nothing, which means the feature can be offered to everyone as a preference rather than buried in an accessibility menu as a concession.

Five tests you can run in two minutes

These work on any colour puzzle game, from the outside, without the developer's cooperation.

  1. The grayscale screenshot. Take a screenshot mid-puzzle. Open it in Photos, tap Edit, and drag a black-and-white filter to full. If you cannot tell the pieces apart with hue gone, neither can a player whose vision collapses those hues. This single test catches most failures and takes thirty seconds.
  2. Check the empty spaces, not just the pieces. Many games add markers to the pieces you place and forget the targets you are placing them against. If the board's empty cells only say what belongs there in colour, the second cue is useless exactly when you need it — while deciding, not after committing.
  3. Read the win and error animations. A wrong placement that is announced only by turning red, and a correct one announced only by turning green, is a red-green failure in the one moment the game is trying hardest to teach you something. Look for a shake, an outline, a sound, or an icon alongside the colour.
  4. Watch the tutorial. Tutorials are written early and patched last. If the game's own instructions say “drag the blue piece onto the blue square” with no other identifier, the accessibility mode was added after the tutorial and probably does not reach it.
  5. Turn on an iOS Color Filter and see what happens. Settings → Accessibility → Display & Text Size → Colour Filters. This shifts the entire screen, which sometimes separates two colliding hues and sometimes makes a different pair collide instead. A game that already carries a second cue is unaffected either way — which is the point.

What a colour-blind review changed in ColorPath

We prototyped five marker styles and cut them to two after simulating each against deuteranopia, protanopia and tritanopia with hue removed entirely. What survived, and why, is more useful than the list of what we shipped.

Icons

A white icon on the tile: triangle, circle, square, plus. Four shapes that stay distinct in silhouette at small sizes. Diamond was deliberately rejected — at tile size, a diamond and a square are the same rounded blob to a player who cannot use hue to separate them, and two of the four colours were exactly the pair at risk. Cutting it is the kind of decision only a simulation surfaces.

Shapes

The tile silhouette itself changes per colour, so a wrong piece visibly does not fit its socket — a circle sitting in a triangular hole. This is the stronger cue, because the error is geometric rather than chromatic; you see it the way you see a jigsaw piece in the wrong place.

The three rules we ended up with

  • Colours never change. The marker is a second cue laid over the original palette, not a replacement for it. Nobody has to give up the look of the game to read it.
  • Empty sockets carry the marker too, as an outline in the target's colour. The board tells you what belongs in a cell before you commit, not after.
  • It applies everywhere a colour appears — board tiles, tray paths, the pattern card, and the place, lift, mismatch and win animations all route through one renderer. A second cue that stops at the board's edge is a second cue you cannot trust.

Marker style is off by default and lives in Settings as Off · Icons · Shapes, described as adding a second cue to every colour rather than as a disability setting. Plenty of players with ordinary colour vision turn it on because shaped tiles are easier to scan quickly. That is a good sign: an accessibility feature that people choose for other reasons is usually one that was designed as part of the game rather than bolted onto it.

If you are building one of these games

  • Run your palette through a CVD simulation before you commit to it, with hue fully removed rather than merely shifted. The pairs that collapse are rarely the ones you would guess.
  • Pick shapes that survive at the size you actually draw them. Distinctness on a spec sheet is not distinctness in a 44-pixel tile.
  • Route every coloured element through one shared renderer, so a new screen cannot forget the second cue.
  • Keep hit areas at 44 points or larger no matter what shape the tile becomes.
  • Offer the feature as a preference, not a confession. “Adds a second cue to every colour” invites more players to try it than “colour-blind mode” does.

Common questions

Is a colour-blind mode the same as a colour filter?

No. A filter shifts every colour on the screen and cannot add information the game never drew. A proper mode adds a second, independent cue to the elements that carry meaning. Filters are a workaround the player applies from outside; redundant encoding is a fix the game makes from inside.

Which type of colour blindness should a game design for?

None specifically, which is the argument for redundant encoding. Designing for deuteranopia alone produces a palette that can still fail for tritanopia. A second non-colour cue works for all of them at once, and for players in bright sunlight or on a cheap screen as a bonus.

Does ColorPath's marker style cost anything?

No. It is a free setting in a free game, on by choice, and it changes nothing about the puzzles or the scoring. All 450 levels are free to play either way.

Can I check the game before installing it?

You can run the grayscale test on the App Store screenshots, and for ColorPath you can play twelve levels in the browser and try the setting there first.

See it on a real board

ColorPath is a colour grid puzzle with no timer, no lives and no move limit, and an optional second cue on every colour. Twelve levels run in the browser with nothing to install.

Next: how to solve a ColorPath puzzle.