In terms of mechanics, Forgive me Father’s most apparent inspirations are the first two entries of the Doom franchise.
Tunic aims to deliver a similar experience to an overhead Zelda game, but with more of an emphasis on action and accessibility.
Grapple Dog is inviting from the moment it begins, and that continues on into every core aspect of the game design.
What makes Infernax so interesting is that it aims to be both tough as nails while also still being fair to all players
The Company Man delivers a game that manages both a high-quality experience but also is fairly accessible with just its core game design.
Buck Up and Drive! manages to do the job of keeping the arcade racer spirit alive while finding a way to be accessible in a variety of ways.
Despite having a few missteps, Ember Labs’ debut title is a brief glimpse into a beautifully crafted and unique world.
Flynn: Son of Crimson is a fantastic-playing Metroidvania that infuses many accessibility features into the core game design seamlessly.
Baldo is a good but flawed Zelda-style game that may scratch the itch for those seeking a cel-shaded adventure.
Twelve Minutes is played from a top-down perspective and is also partially accessible for those with visual impairments.
Due to its nature as a twin-stick shooter, I consider The Ascent partially accessible to those with motor-function impairments.
Rolled Out aims to fill the void left by Monkey Ball by having players roll a mouse in a ball around various grass and stone-filled locales.
Paradise Lost uses a minimalist HUD so as not to distract from its excellent and foreboding atmosphere across the game.
Ikenfell borrows from classic RPG combat mechanics but handles accessibility in new and interesting ways across the game.
Little Nightmares 2 brings even more scares than its predecessor, but it unfortunately also brings more challenges for disabled gamers.
I highly recommend HyperDot for accessibility, and I can’t wait see what the development team comes up with next!