Firstly, a bit of news: We’ve re-launched Dialogue on Steam Greenlight. We’ve had a positive response to the game from many people, but we thought we could do a better job of giving this unique take on conversations its best chance. After pulling together feedback from a variety of sources, we’re happy to present a new version of Dialogue, with a complete visual overhaul of the user interface.
In response to our Accessibility post, we received a comment about the lack of failure in Dialogue, and how that affected the game. This is something we thought about while designing Dialogue, and it seemed important enough to share these thoughts. The comment is found in the Accessibility post, but here is the part we’re responding to.
One of our goals as Tea-Powered Games has always been to make our games accessible to as many people as possible. There are many different things to consider, but we tried to ask ourselves at every junction what we could do to make our game easier to play. We’d like to share some of the decisions we think helped Dialogue’s accessibility, and (because we can always do better) some which we wished we could have made work.