Hi! I've recently adapted my time travel visual novel SOON to be more enjoyable to those using the self voicing feature, and was told you guys might be able to offer feedback. Self voicing is enabled by pressing "v". The download includes a Twine version I wrote before self voicing became an option. Note that I have not yet added any extra support to my other available game, the demo for Northanger Abbey, although I definitely intend to.
I'd also love to hear any general preferences audio gamers have for this kind of visual novel that I can put into practice for future games. Feedback on the Twine game would also be welcome, though I have less enthusiasm for writing more Twine games. The main options I have with the Ren'py framework I'm using for visual novels are adding alt text to buttons and so on, and adding extra lines that only show up when self voicing is enabled. I only added a few extra descriptions, for example if the dialogue says they're in a park I didn't add any extra description of what the park looks like, because I felt it would throw off the momentum of the story. Would people prefer more detailed descriptions? I intend on putting more effort into making them an organic part of the narrative for upcoming games, the problem with SOON is that I added them afterwards and only have limited energy for further editing and testing.
Playing the game with voicing enabled and my eyes closed it seemed to me that navigation was fairly straightforward asides from the occasional confusing pauses for animations, I'm not sure how to deal with that. Also some onomatopoeia confused the voice reader, as did ellipses. I feel like the weird noises and silent pauses that resulted convey roughly the same effect as the intended dialogue, but would people rather I replaced the relevant lines for the voiced version? Actual words that confuse the reader I consider a more serious problem, I caught a few but am sure some remain.
Finally: I'm currently working on a Picross/nonogram style game. I added alt tags so the voicing can tell if a square is unclicked, unfilled or filled, but it seems like it would not be a very fun game to play through audio. Am I wrong? Are there any simple things I could do to make a nonogram style puzzle game more accessible and fun for audio players? If you're not familiar with nonograms, the wikipedia page is a good description, I had a link but the forum software complained!
Sorry for all the questions! I'm disabled myself, so accessibility is very important to me, and it's been really frustrating knowing my games are probably not as accessible as they could be but not having anyone to ask for relevant advice. Thanks for anything you can suggest, and sorry if I've said anything horribly clueless!