If there is an accessibility feature you would like to request, please contact us up.multimedia.australia@gmail.com

Key Accessibility Features:

  • One click interface. The game is played with a single tracking input (for example, a mouse) and one click.
  • Event driven. There are no time constraints in this game, the pace of the game is entirely controlled by the player.
  • Settings saved. All accessibility settings are saved when changed, so game always launches with previous settings.
  • Accessibility options available in game. Difficulty settings can be changed in game via the menu.
  • Source included. Gameplay can be fine-tuned for individual players.
  • All areas of user interface can be accessed using same input method as the gameplay.
  • Multiple simultaneous actions are not required.
  • Game starts in windowed mode for compatibility with overlaid virtual keyboards (fullscreen available via settings).
  • First scenes function as a basic tutorial.
  • Gameplay thumbnails with game saves.
  • Separate mutes for effects and background music.
  • No essential information is conveyed by a colour alone.
  • Easily readable default font size.
  • Game can be played without any audio.
  • Subtitles option. SFX and ambient sounds have subtitles.
  • Story mode. Skip or lower difficultly of big puzzles.
  • Option to disable timed events such as moving platforms.
  • High contrast mode. Non-essential graphics are darker.
  • Disabled distracting animations. Option to disable particle effects and background animations.

Where possible we try to adhere to the Game Accessibility Guidelines.

Full list compared to Game Accessibility Guidelines

  • Offer a choice of difficulty levels
  • All settings are saved/remembered
  • Allow difficulty level to be altered during gameplay, either through settings or adaptive difficulty
  • Offer a means to bypass gameplay elements that aren’t part of the core mechanic, via settings or in-game skip option
  • Provide a manual save feature
  • Source included to allow controls to be remapped
  • All areas of the user interface can be accessed using the same input method as the gameplay
  • Controls are as simple as possible (one-click interface)
  • Interactive elements are large and well spaced
  • Support more than one input device (mouse and other control pads)
  • Option to make interactive elements that require accuracy stationary
  • No multiple simultaneous actions (eg. click/drag or swipe) are not required
  • Game is based on player's own speed
  • No repeated inputs (button-mashing/quick time events)
  • Supports windowed mode for compatibility with overlaid virtual keyboards
  • Avoids requirements for buttons to be held down
  • Source included to allow interfaces to be rearranged
  • Key repeat obeys user's operating system preferences.
  • Game can be started without the need to navigate through multiple levels of menus
  • Uses an easily readable default font size (can be increased/decreased with F4/F5)
  • Use simple clear language. Sample of game text was rated "Easy to read. Conversational English." on Flesch-Kincaid Reading Ease.
  • Game uses simple clear text formatting
  • First level functions as tutorial.
  • Players progress through text prompts at their own pace
  • Flickering images and repetitive patterns can be disabled
  • Game includes contextual in-game help via Doug.
  • Game employs a simple, clear narrative structure broken into 12 shorter sections.
  • Text hovers, animation and high contrast mode give a clear indication that interactive elements are interactive
  • Provides an option to turn off / hide background movement
  • Provides gameplay thumbnails with game saves
  • Provides separate volume controls or mutes for effects, speech and background/music
  • Sound / music choices for each key objects / events are distinct from each other
  • Provides an option to dim all non interactive elements
  • No essential information is conveyed by a colour alone
  • Uses an easily readable default font size
  • Uses simple clear text formatting
  • Provides high contrast between text and background
  • Cursor / crosshair colours / designs can be overridden in source or by a mod
  • No essential information is conveyed by audio alone
  • Provides a text description of narratively / atmospherically significant background noises
  • Provides visual indication of who is currently speaking