UI
Game settings menu accessibility
Guideline 107 says settings and other menus should be operable with single digital presses, not only a mouse or a held button. The basic Game Accessibility Guidelines add remapping, saved settings, separate volume controls, and publishing the accessibility features in the game and on the website.
What the guidelines say
Menu navigation is a scoping question in Guideline 107: which inputs are required to move through a menu. The implementation line says interface components should be fully operable with digital input even when the primary input is analog.
The guideline contrasts a slider that needs a held button with Minecraft, where a single press selects the slider and then a stick or D-pad moves it. That description is Microsoft's example, not a Shypiard screen capture.
Basic guidelines ask for remapping, saved settings, separate volume controls for effects, speech, and music, and accessibility details both in the game and on the packaging or website.
Vision basics on the same page: high contrast between text or UI and the background, no essential information by a fixed colour alone, and an easily readable default font size.
Common pattern is not a best practice
Several commercial games ship a settings menu. That shared pattern is not, by itself, a best practice. The recommendations above are labelled GUIDANCE because they come from the two retrieved guidelines.
Unknown
- Contrast ratios are not on the basic Game Accessibility Guidelines page that was retrieved. No numeric contrast rule is stated here.
- No official Steam screenshot was stored for this screen type.