Greetings
I am working on an entry for this jam and would love some help from this community, since the whole point of the project is to actually get this right rather than guess at it.
What it is: Veiled Dominion: Duet is a scoped-down, 2-player variant of a larger 4-player chess-variant project. It's standard chess plus two extra mechanics:
- Radius of Ruin — one player's piece emits a danger zone; anything that ends its turn nearby gets temporarily weakened ("Veiled").
- Sanctuary — a second piece creates a safe zone nearby that cancels the danger effect.
Everything else from the bigger project (four players, hidden pieces/fog of war, card/dice layers) is deliberately cut for this entry — full information, one board, one ruleset, so it's actually finishable as a fully non-visual game within the jam window rather than a tech demo of one cue.
What I'm looking to build for accessibility, specifically:
- Move input via typed/spoken algebraic notation, plus a "query square" command to read back board state on demand — no pointing or dragging required.
- Turn changes, checks, and captures announced via TTS.
- The Radius of Ruin communicated through a continuous proximity-to-pitch/volume audio mapping (not a static beep) — soft attack/decay, no sudden startling spikes.
- Sanctuary represented as ambient sound dampening near the safe piece, on its own independent volume channel from music/SFX.
What I'm looking for:
- Blind or low-vision playtesters — willing to play a rough build partway through the jam and tell me honestly where the audio cues are unclear, annoying, too subtle, too startling, or just don't map the way you'd expect. Early feedback (not just at the end) is what actually shapes this, so even a short session mid-jam is genuinely useful.
- Anyone who's built accessible chess/board-game input before — if you've solved move-input-via-notation or screen-reader board narration and have advice, patterns, or pitfalls to share, I'd rather learn from you than reinvent it badly.
- Feedback on the audio design itself — even without playing, if you have thoughts on proximity-mapping conventions (pitch vs. volume vs. panning, what's felt too subtle or too sharp in other games) I'd love to hear it.
