Quick answer: Add a second, non-color channel to every color-coded state: shapes, icons, patterns, labels, or position, so the information survives any color vision deficiency.

If color is the only thing telling players what is friendly or hurting them, colorblind players are flying blind. Redundant encoding fixes it. Here is how.

How to fix it

1. Pair color with shape or icon

Attach a distinct silhouette or icon to each state: a triangle marker over enemies, a circle over allies, a plus on heals. The shape carries the meaning when the hue does not.

2. Use patterns and outlines

For territory, factions, or charge bars, add hatching, dashes, or thick outlines so two states differ in texture, not just fill color.

3. Add text or numbers where it matters

Critical values like remaining health or ammo should show a number or label, not just a colored bar, so the reading never depends on hue alone.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.