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Twelve
Minutes
21 Accessibility Features

We've documented 21 accessibility features for Twelve Minutes, including Fully Voiced (Or No Speech), Large Text, No Button Combos, No Repeated Pressing and No Holds. Its accessibility is strongest in Controls and Visual but it also has features in Reading, Getting Started, Navigation and Audio to reduce unintended barriers.

This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.

Twelve Minutes is an adventure thriller game about a single apartment building. You view things from above and can interact with a simple click-and-drag interface. What starts as a romantic evening with your wife turns into a nightmare when a police detective breaks into your home, accuses your wife of murder and beats you to death. Things continue to become even more extreme as you work to solve find the truth that is both shocking and disturbing.

External examiner, James Rowbotham, first checked Twelve Minutes accessibility 2 years ago. It was re-examined by Angela Hickman Newnham and updated 2 years ago.

NotesAccessibility Notes

Twelve Minutes plays on a loop, where you have as many opportunities as you want to try to solve the mystery, so the game is structured in a way where failure is an opportunity to start fresh with what you've learned. There are times when reacting quickly to events can be important, but since things happen at the same time each loop the need for quick reactions can be lowered by planning out your actions.

Most of the text in the game is decently sized with good contrast, but because of the transparency level of the text, there are occasionally some words that end up more difficult to see against their background. Seeing the cursor to input numbers on the cell phone is very difficult due to a white cursor on white background.

DetailsGame Details

Release Date: 19/08/2021, updated in 2021

Price: 60% off

Out Now: PC, PS4, PS5, Switch, Xbox One and Xbox X|S

Players: 1

Genres: Narrative, Puzzle and Communication

Accessibility: 21 features

Components: 2D Overhead

Developer: Faca Electrica (@FacaElectrica)

Costs: Purchase cost

 

ControlsControls

We've documented 8 accessibility features for Controls in Twelve Minutes which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.

Gamepad

Can play with the following:

1 Button & Single Stick: Can play with button and stick.

Mouse And Keyboard

Can play with the following:

Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.

Remap Controls

Can customise the controls for the game as follows:

Invert X/Y Axis: Can invert the direction required to control looking and aiming. This enables you to match your instinctive orientation when looking.

Button Combinations

Specific button operation required to play

Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.

Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action.

No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).

Controller Vibration

Vibration Optional: Controller vibration not used in the game or you can disable it.

Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.

 

Similar Games With More Accessibility Features for Controls

If you want to play Twelve Minutes, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:

DifficultyDifficulty

We haven’t documented any accessibility features for Difficulty in Twelve Minutes which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play. The following games are similar to Twelve Minutes, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 3 accessibility features for Getting Started in Twelve Minutes which deal with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.

Assistance Getting Starting

These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.

Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.

View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game. This includes games that always display buttons to press during play.

No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.

 

Similar Games With More Accessibility Features for Getting Started

If you want to play Twelve Minutes, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:

ReadingReading

We've documented 4 accessibility features for Reading in Twelve Minutes which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.

Reading Level

How much reading is required to play the game's main path or story and how complex the language is. The presence of voiced characters doesn't reduce this requirement, as it's recorded as a separate datapoint.

Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.

Text Visibility

Large Clear Text: All essential text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other key information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height on landscape screens and at least 1/40 height on portrait screens. We base this on the full line-height, including the space above and below the letters.

Subtitles

All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.

Voice Acted

All Dialogue is Voice Acted (Or No Speech In Game): All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.

 

Similar Games With More Accessibility Features for Reading

If you want to play Twelve Minutes, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:

NavigationNavigation

We've documented 1 accessibility feature for Navigation in Twelve Minutes which deals with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.

Menu Navigation

Menu Audio Cues: Navigating menus provide an audio cue for each selection.

 

Similar Games With More Accessibility Features for Navigation

If you want to play Twelve Minutes, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:

VisualVisual

We've documented 5 accessibility features for Visual in Twelve Minutes which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

Visual Distractions

No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.

No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action. Where foreground contrast is high, this includes games with some movement in the background that doesn't make it overly difficult to distinguish what is happening.

Audio Cues for Visual Events

Menu Audio Cues: Navigating menus provide an audio cue for each selection.

Motion Sickness Friendly

Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.

Colour Options

Colour Blind Friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.

 

Similar Games With More Accessibility Features for Visual

If you want to play Twelve Minutes, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:

AudioAudio

We've documented 1 accessibility feature for Audio in Twelve Minutes which deals with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.

Adjustable Audio

Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.

 

Similar Games With More Accessibility Features for Audio

If you want to play Twelve Minutes, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:

System Accessibility Settings

In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:

Nintendo Switch
Nintendo Switch has some built-in features, including a lockable zoom, that can be used on all games.
 
PC
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
 
PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
 
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
 
Xbox One
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
 
Xbox Series X|S
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
 
Read more about system accessibility settings.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @cbGameDev and @growingupgamers


Taming Gaming Book Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.

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