
We've documented 17 accessibility features for Alt-Frequencies. Strongest in Reading and Visual but also has features in Controls, Getting Started, Audio and Navigation 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.
Alt-Frequencies is an adventure game played by listening to a series of radio shows. It's a story about people stuck in a time loop without realising it and what you can do to save them.Release Date: 16/05/2019
Out Now: Android, Mac, PC, Switch and iOS
Content Rating: PEGI 12
Players: 1
Genres: Brain Game, Narrative (Adventure and Puzzle)
Accessibility: 17 features
Components: 2D Side-On and Text
Developer: Accidental Q (@AccidentalQ)
Costs: Purchase cost
We've documented 3 accessibility features for Controls in Alt-Frequencies which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Can play with the following:
Keyboard Alone: Can play with just the keyboard.
Can play with the following. Additional gestures may be required for games played with a screenreader like VoiceOver.
One Tap Anywhere: Can play with touchscreen, tap anywhere.
One Motion Targeted: Can play with touchscreen, tap and swipe or hold gesture.
If you want to play Alt-Frequencies, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We haven’t documented any accessibility features for Difficulty in Alt-Frequencies 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 Alt-Frequencies, and offer accessibility features for Difficulty:
We've documented 3 accessibility features for Getting Started in Alt-Frequencies 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.
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.
Practice Area: You can practice freely without opponents or time pressures. This can be a specific practice option, or the ability to play levels with the easiest opponents to improve understanding and skill.
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.
If you want to play Alt-Frequencies, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 5 accessibility features for Reading in Alt-Frequencies 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.
How much reading is required to play the game's main path or story and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.
Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.
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.
High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.
Speaker Indicator, their Tone and Environment Sounds: Captions indicate who is speaking (or there is only ever one person speaking) and their tone, game sound and music. This can also be indicated visually in the game with character icons or character expressions with text in speech bubbles next to the person speaking. Environmental sounds are provided as extra text within the subtitles.
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.
If you want to play Alt-Frequencies, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 1 accessibility feature for Navigation in Alt-Frequencies 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 Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.
If you want to play Alt-Frequencies, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 4 accessibility features for Visual in Alt-Frequencies which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.
This is the audible narration of in-game text. Sometimes talk about as Text To Speech, although it may include the narration of no-textual elements. This is different to Text To Voice, which provides player-player textual communication audibly.
Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.
Play Without Sight: The game can be played without sight. Positional/stereo sounds and haptic feedback enable play without the need to see the screen. This is useful for blind low-vision and sightless players.
Play Without Sight on iOS with VoiceOver: The game can be played without sight by fully supporting the built-in VoiceOver screen reader on iOS. This includes clear text on buttons and intuitive navigation so VoiceOver can be used to read all interactive elements.
If you want to play Alt-Frequencies, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We've documented 2 accessibility features for Audio in Alt-Frequencies which deal 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.
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.
Visual Cues for Audio Events: Text or other visual indicators of audio events. This mirrors audio indicators of progress in the game with a corresponding visual indication.
If you want to play Alt-Frequencies, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Android
Android has accessibility settings including ways to navigate and interact, although not all games support this.
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.
iOS
iOS has a very extensive suite of accessibility settings including ways to navigate with voice and comprehensive screen reading, though most of the features don't work with games.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @SightlessKombat and Andy Robertson