360 Degrees Accessibility Report
We've documented 20 accessibility features for 360 Degrees in the Controls, Getting Started, Reading, Navigation, Visual and Audio areas to aid enjoyment of the game for different players. 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.360 Degrees is a sports game where you play a skateboarding bunny. Using only the mouse, you perform tricks, grinds, and jumps as you knock over bins to cause havoc and score points in the streets of Melbourne. It combines these unique controls with artwork and music from hundreds of small online creators to add a unique twist to the genre and celebrate the breadth of creativity online.
Although only the mouse is needed for actual gameplay, to start the game you press F2. You need to have quick reactions to be able to keep up with your skater as they move very quickly.
Although the text is large and in high contrast, the font used makes it difficult to read, as does the fact is constantly moves and wobbles.
You can turn off a wobbly game background and screen-shake effects. You can enable an indicator of where your mouse is, as it's easy to lose track of it amidst the quickly flashing colours on the screen.
We've documented 4 accessibility features for Controls in 360 Degrees which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Mouse And Keyboard
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
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).
Similar Games With More Accessibility Features for Controls
If you want to play 360 Degrees, but it doesn't offer the Controls accessibility features you require, this similar game extends the Controls accessibility:
We haven’t documented any accessibility features for Difficulty in 360 Degrees 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 360 Degrees, and offer accessibility features for Difficulty:
We've documented 3 accessibility features for Getting Started in 360 Degrees 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.
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.
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 360 Degrees, but it doesn't offer the Getting Started accessibility features you require, this similar game extends the Getting Started accessibility:
We've documented 4 accessibility features for Reading in 360 Degrees 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 and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.
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.
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.
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.
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.
We've documented 3 accessibility features for Navigation in 360 Degrees which deal 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.
Clear Mission Objectives: The game provides clear, structured missions with directional guidance and advice on which can be attempted next. This also indicates (ideally on maps where they are provided) which missions can't be attempted because you do not have the appropriate items yet.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.
We've documented 5 accessibility features for Visual in 360 Degrees which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.
Large Game Elements: Game characters and other elements are large and distinguishable. Enemies and player characters are at least 1/6 of the height of the screen. Or there is a zoom feature to make them larger.
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.
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.
Similar Games With More Accessibility Features for Visual
If you want to play 360 Degrees, but it doesn't offer the Visual accessibility features you require, this similar game extends the Visual accessibility:
We've documented 2 accessibility features for Audio in 360 Degrees 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.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
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.
Read more about system accessibility settings.