I'm the developer for Dream Quest (https://itunes.apple.com/us/app/dream-quest/id870227884?mt=8) and I was referred here in an attempt to make the UI actually accessible. On the downside, the Unity engine seems to have basically no accessibility support. On the upside, I didn't use the Unity interface and wrote my own, so there's a fair amount of freedom in what I can do.
I'm going to write this under the assumption we're all vaguely familiar with the UI which is almost certainly untrue but it'll be easier for me to start getting some ideas down. If you're not familiar and would like to help, please get in touch with me and I'll either add you to Testflight or send you a promo code and we'll go from there. Also, as a caveat, I'm not particularly good at UI in general and I've never done any accessibility work before, so please forgive my ignorance.
Most of the interactable UI objects are just buttons. It seems like the right thing here is one-touch reads the text (or a short description I create for imaged buttons) and double-tap presses it.
There are large swathes of text, a number of which are very long and completely irrelevant to the game play. I'd like them to be available, but if you had the treasure chest description read to you 100 times, you'd go crazy. Is the best thing here tap to read by paragraph? By whole text? Or single-click to say "You found a treasure chest", double-click to read the whole thing?
For interacting with the dungeon, my proposal is to have single-click read the things there with the same level of information the visual UI gives (so clicking on a monster that you're next to says "Level 7 Faerie Rogue", but one far away is just "Faerie Rogue") and double-clicking moves you to that place (as if you'd single-clicked in the current UI). Moving to a place would then again read the information, confirming that you'd successfully gotten there (since you can get ambushed on the way).
For things that happen with a visual cue, just read the text out loud - it happens infrequently and the text is short.
For combat, click on a card to get its name, double click to read the full text, and drag to the center to play, drag to the graveyard to discard (same as the standard UI, kind of). Clicking on things that usually pop up text just reads the text instead. Whenever the enemy plays a card, read the name of the card it played. When the enemy is done with its turn and it's your turn again, say so.
Expanding the discard pile and equipment pile works as normal except that closing it has to be done by clicking the same place rather than anywhere so that you can actually examine the cards that come up. Alternatively, it could read the names of those cards as it pops them up.
Off the top of my head, that's most things. The hardest for me is the text since it doesn't really work in a way that's conducive to clicking right now.
How does this sound? Are there aspects of this that are actually horrible or clever things (or obvious things) I haven't thought about?
Thanks a lot!