Use when input, text, color, audio, flashing, motion, holds, repeated presses, timing, or UI presentation can exclude players and accessibility preferences need explicit behavior without changing hidden gameplay rules.
Installs into .claude/skills of the current project.
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---
name: a11y-controls
description: Use when input, text, color, audio, flashing, motion, holds, repeated presses, timing, or UI presentation can exclude players and accessibility preferences need explicit behavior without changing hidden gameplay rules.
---
# A11y Controls
This skill owns **accessibility preference semantics and assistive input/presentation transforms**. `input-design` owns core actions/mappings; `hud-feedback`/UI skills own presentation surfaces; gameplay skills own hitboxes, damage and timing rules.
## Capability set
Project-selected options may include action remap, hold↔toggle/tap alternatives, digital alternatives for analog-required functions, adjustable sensitivity/deadzone, text scale, subtitle/caption presentation, mono audio, color + non-color cues, reduced flash, reduced motion/camera effects, timing assists, or other documented accommodations.
Prefer remapping semantic **actions** rather than only swapping physical controls. When a function normally requires hold/repetition/analog motion, provide an alternative or configurable behavior when the project/platform targets it. Update hints/prompts to reflect the active mapping.
Accessibility presentation preferences must not silently rewrite unrelated hitboxes, collision, hidden cancel graphs, or entitlement state. If an assist intentionally changes gameplay timing/difficulty, name that assist and its scope explicitly rather than disguising it as a display option.
Color-critical state uses another distinguishable channel. Reduced-flash/motion settings retain required warning meaning through another supported channel. Subtitle/caption settings coordinate with localized text and significant audio cues through `game-localization`/HUD owners.
## Acceptance
Build a capability matrix by supported device/input and preference. Test remapped actions, toggle alternatives, digital alternatives where supported, text scaling, non-color critical cues, reduced-flash/motion, and preference persistence. Record unsupported combinations as not-run/unsupported rather than claiming universal accessibility.
## References
For applicable targets, verify current platform guidance before shipping (for example Xbox Accessibility Guidelines for input/captions and WCAG 2.2 for web UI focus/visibility).