Game UI Accessibility Stress Tester

Inspect a game screenshot locally with color vision simulations, HUD contrast probes, blur, downscale, edge collapse heatmaps, and exportable review findings.

Load one current game screenshot, choose a stress lens, then compare two signals that players must tell apart. Start with ally versus enemy, health states, rarity, interactables, or minimap markers.

Local optical bench. Screenshots are not uploaded.

Place a gameplay or interface capture on the light table

Drop one image here or choose it from your device. Use a representative moment with real backgrounds and visual clutter.

PNG, JPEG, or WebP up to 16 MB. Large images are reduced to a 1600 px analysis edge.
Simulation lens
Original signal field
Stressed signal field

Choose a screenshot to activate the comparison field. Your image will stay on this device.

Signal stress controls

Critical signal probes

Select A or B, then click the original image. Compare colors that encode different player actions or states.

Heuristic
Waiting for screenshot
Waiting for screenshot
Original contrast--Measurement
Stressed contrast--Measurement
Separation retained--Heuristic
Manual review statusNo analysis yet

MeasurementContrast uses the WCAG relative luminance formula for the two sampled sRGB colors. It only describes this pair and is most meaningful when the colors are expected to touch.

HeuristicSeparation retained compares linear RGB distance before and after the lens. It is a directional warning, not a perceptual threshold or pass condition.

Mission review prompts

  1. Can players identify ally, enemy, warning, success, and failure without hue alone?
  2. Does text remain readable over the brightest, darkest, and busiest gameplay backgrounds?
  3. Do minimap markers differ by shape, label, position, or pattern as well as color?
  4. Are selected, disabled, unavailable, cooldown, health, and damage states still unambiguous?
  5. Can an icon, label, pattern, animation, position, or sound reinforce every critical color signal?

No written findings yet. Use the prompts as a first review pass.

    Image decoding, simulation, sampling, heatmap generation, and exports run in this browser. Only display settings are stored locally.

    This tool supports design review. Simulations are models, blur and heatmaps are heuristics, and no result certifies accessibility or replaces testing with players.

    Waiting for screenshot

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    Frequently Asked Questions

    Does this tool certify that my game UI is accessible?

    No. It combines documented color vision simulations, deterministic color measurements, visual stress heuristics, and review prompts. Use the findings to guide design review and testing with players, not as an accessibility certificate.

    Does my screenshot leave the browser?

    No. The image is decoded, sampled, transformed, and exported inside your browser. The tool stores only display settings such as the selected lens, zoom, blur, and comparison mode in local storage.

    What should I sample with the two color probes?

    Choose two colors that must communicate different meanings, such as ally and enemy markers, available and disabled states, health and damage, or two rarity tiers. Sample representative pixels from the same gameplay context.

    Why can a good contrast ratio still need manual review?

    A pair can measure well while a small icon, thin type, moving background, visual clutter, or color only convention remains difficult to identify. The ratio describes the sampled colors, not the complete interaction.

    What does the heatmap show?

    The heatmap is a local edge heuristic. It highlights pixels where nearby RGB separation drops sharply after the selected simulation. It can direct attention to fragile signals, but it does not identify interface semantics or prove a failure.

    # How to review colorblind game UI without uploading a screenshot

    A game interface often communicates under pressure: health changes while the camera moves, enemy markers cross bright scenery, rarity colors compete with particle effects, and minimap icons shrink to a few pixels. This local tester keeps the screenshot in your browser and lets you inspect those real combinations through documented color vision simulations and practical stress conditions.

    # Measurements, heuristics, and human judgment answer different questions

    Evidence type What this tester provides What it cannot conclude
    MeasurementRelative luminance and contrast ratio for two sampled sRGB colorsWhether every text edge or background in the game meets a requirement
    SimulationProtanopia, deuteranopia, and tritanopia transformations based on published matricesThe exact visual experience of every individual player
    HeuristicBlur, downscale, desaturation, reduced contrast, and local edge collapse cuesA universal pass score or automatic diagnosis of UI semantics
    Manual reviewPrompts and exportable findings tied to the selected screenshot and settingsCertification or a replacement for testing with disabled players

    # Choose color probes that represent a player decision

    Do not sample two colors merely because they look attractive. Probe a pair whose difference changes what the player does: ally and enemy, safe and dangerous, selected and unavailable, healing and damage, or objective and decoration. If the stressed pair collapses, add a shape, icon, label, pattern, position, timing cue, or sound instead of searching only for another hue.
    Review the difficult frame
    Use a capture from a busy encounter, not a clean mockup. Recheck the same signal over light scenery, dark scenery, motion, effects, damage overlays, and the smallest display size you support.

    # Read the exported report as a design conversation

    The JSON report records the lens, stress settings, sampled colors, measured contrast, separation heuristic, and team observations. Attach the PNG comparison sheet to an issue, then describe the gameplay consequence and the redundant cue you plan to add. A useful finding is specific enough for a designer and engineer to reproduce in the same scene.

    Bibliographic References