
a game about accessibility settings that's just a *bit* too hard for you to play effectively. 10-15 minutes in length with 30+ minutes of developer commentary!
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About
A short game about the importance of accessibility.This game explores the impact of accessibility settings through a short, playable experience, forcing players to confront exactly how it feels... to play an unplayable game.
an unplayable game?! is not a typical platformer. It is designed to test your understanding of movement mechanics, turning every jump into a micro-puzzle... to complete it, you'll have to rely on problem-solving instead of dexterity.
Proudly made over the course of 140+ hours of human effort (the trailer was made at 120 hours but i did a LOT more bug-fixing and polish afterwards), this game contains NO generative AI output, and AI was not used in any capacity during the game's construction.
This is my first solo game, and that's important to me. I made it, I made uncountable decisions to bring it into existence, and so I documented it...
~25 commentary tracks, totaling over 30 minutes, spread across the game to give players a peek behind the curtain during their second playthrough. Tracks go over the how and why I made an unplayable game?!, firmly anchoring the human artistry into the game itself.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I tried to play the game. I could not play the game. I tried harder. It got worse. Jumping felt wrong. Running felt wrong. I was not getting better at the game. The game was getting better at me 10/10 the only game that instead of you beating it it beats Itself I will continue finding strange games like this there are others... long live the weird -rjbrynteson
Really interesting game that effectively demostrates both why it's necessary to consider accessibility in your game design, but also shows players without disabilities why it's needed. Great little gem!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very cool game :) Gives a really cool perspective to an ablebodied person on things I've never even considered during gaming.
Really a must-play. I thought I knew what it meant to design with accessibility in mind–not even close. The gamepad vibration was an awesome touch. 100%, would totally recommend!! =)
an unplayable game?! was a short but sweet experience, with a mix of the enviromental design from Pony Island and the commentary style of the "Walk" segment in The Hex paired with a puzzle platformer. Only slight note is the tv static, even in the rather short amount of time it's shown, was a bit headache-inducing. I do tend to be very prone to headaches, so it's a very minor nitpick on my part.
창작물을 만드는 사람은 보통 창작의 시작점을 자신으로 정한다. 만약 창작물이 게임이라면, 자신이 좋아하는 장르, 자신이 좋아하는 아트 스타일, 자신이 좋아하는 캐릭터, 자신이 좋아하는 음악 등이 자신의 창작물에 반영되는 경향이 있다. 이 게임도 그런 종류다. 창작물에서 들을 수 있는 개발자 코맨테이션으로 볼 때 개발자는 대학교를 갓 졸업한 청년으로 보인다. 개발자는 기억과 연관된 장애가 있으며(ADD라고 소개), 게임 개발을 좋아한다. 이는 이 작은 게임의 정체성과 주제로 이어진다: 바로 접근성이다. 난 비디오 게임을 할 때 접근성이 필요하지 않은 사람이기 때문에 이게 사람들에게 어떤 의미로 다가오는지는 모른다. 하지만 이 짧은 게임을 하면서도 개발자가 게임에 진심이고 개발을 사랑한다는 것만은 느꼈다. 인터넷에서 스크롤 하다가 사랑스러운 동물 영상을 우연찮게 본 느낌이라고 해야 할까. 원래 좋은 사람을 보면 기분이 좋아진다. (물론, 사실은 이 개발자가 몰래 지하실에서 다른 개발자를 만두만 먹이면서 착취하는 불한당일 수도 있다.) 마지막으로 하나의 팁을 주겠다. 20분마다 20미터 떨어진 곳을 20초마다 보면 허리 건강과 눈 건강에 도움이 될 수 있다. Review: Creators usually set themselves as the starting point of their work. If the work is a game, things like the genre they love, the art style they prefer, the characters they like, and the music they enjoy tend to be reflected in what they make. This game is that kind of work. Judging from the developer commentary you can hear in the game, the developer seems like a young man who has just graduated from university. He mention having a memory-related condition (introduced as ADD), and he clearly love making games. That leads directly into this small game’s identity and theme: accessibility. I’m not someone who needs accessibility features when I play video games, so I can’t say I fully understand what it means to others. But even while playing this short game, I could feel that the developer is sincere and genuinely loves development. It was like accidentally stumbling on a lovely animal video while scrolling through shorts. Seeing a good person just puts you in a better mood. This made me want to support this developer with a review. (Though, to be fair, it’s also possible this developer is secretly a villain who keeps other developers in a basement, exploiting them on a dumpling-only diet.) One last tip: every 20 minutes, look at something about 20 meters away for 20 seconds—it can help both your back and your eyes.
Short, sweet, and incredibly human game that tackled the importance of accessibility in gaming (and no ai!!!)! I found even the gameplay itself to be fun, but the commentary is wonderful! great for a quick game, especially if you are a dev yourself or are a creator of anything you want to be available for people to enjoy! wishing for the best of luck in the future dev!
What an incredible discussion on accessibility that really gets the point across in a way that words currently lack. Also appreciated that, apart from demonstrating the value of accessibility for people who are restricted from playing any kind of game in what would be considered standard, "an unplayable game?!" does an excellent job of demonstrating that accessibility is not equivalent to making it easy, or removing any skill development. While playing the first time around, making use of each accessibility setting still required a learning curve to understand how each one functioned and how you use each one to gauge and navigate space. Accessibilty by intention does not make games convenient - it makes games *possible*. Masterclass experience.
A very interesting way to gain first-hand insight into what it's like to play a game that not only includes accessible features but has been made intentionally unplayable without using those features. (i.e., your controller will not work in-game -- this is a "you don't have the physical ability to use a controller" simulator in that sense.) It took a couple minutes to figure out how I was even supposed to navigate the menus once the game started, to realize that enabling every accessibility feature was required in order to progress, and to figure out that at one point (minor spoiler) you have to disable all of those features just to move forward based on the map layout. This game will not take up much of your time, but it's a very interesting way for those of us who don't lack any faculty to experience just a bit of what it's like to play a game build for accessibility as best as it can be, and to be forced to play with one hand tied behind our back, so to speak.
This is one of the most direct examples of a game perfecting what it set out to do. I had no clue what to expect going in, I'd never heard of this game, didn't read reviews, didn't even bother to read the dev updates. Truthfully I just got it cause it was free. But this game was made to prove that accessibility is always an option, even post launch. It's very short, but it tells the full story as soon as you open the menu. The only disability I have currently is dyslexia, so I can't relate to everything shown here, but it's clear to me the dev cares a lot about making their games as accessible to everyone possible and I admire that so much. TL;DR Genuinely play this, it's like 15 minutes and free. Listen to what the dev had to say about the development of the game and everything it meant. Maybe it'll open your eyes a bit.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.