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Letter
Rooms
27 Accessibility Features

We've documented 27 accessibility features for Letter Rooms, including Fully Voiced (Or No Speech), Large Text, Guaranteed Progress, Low Pressure and No Quick Reactions. Its accessibility is strongest in Visual and Getting Started but it also has features in Controls, Reading 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.

Letter Rooms is a simple anagram puzzle game. You get a hint and a set of letters and rearrange them to create the answer. This starts simply but adds more complexity like turning letters on and off or flipping letters.

Our accessibility examiner, Andy Robertson, first checked Letter Rooms accessibility 2 years ago.

NotesAccessibility Notes

You can't select difficulty in general, but you can skip any level you are stuck on. There's also a set of questions for younger players.

You can opt for a font to make the content more legible for people with dyslexia.

Aaron Spelker highlighted the game's support for play without sight via iOS Voiceover. Controls are a simple swipes left or right to move letters, then double tap to select the letter and swipes left or right to move it. Voiceover on iOS indicates if you are putting the letter before or after a letter that is on the board. Once you reorder the letters to form the answer to the clue, you move on to the next clue.

The Voiceover is well integrated into this game. The labels are informative ensuring that you fully understand the impact of your letter manipulations. This game is played in landscape with the power plug pointing to the left.

There are audio cues for when you drag letters that indicate the location with a rise scale of notes, a different one for each slot.

DetailsGame Details

Release Date: 26/05/2021

Out Now: iOS

Skill Rating: 9+ year-olds

Players: 1 (2 online)

Genres: Puzzle, Sequencing and Brain Game

Accessibility: 27 features

Components: 2D Side-On

Developer: Klemens Strasser (@KlemensStrasser)

Costs: Purchase cost, In-Game Purchases and In-Game Pass

 

ControlsControls

We've documented 5 accessibility features for Controls in Letter Rooms which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.

Touchscreen

Can play with the following. Additional gestures may be required for games played with a screenreader like VoiceOver.

One Motion Targeted: Can play with touchscreen, tap and swipe or hold gesture.

Button Combinations

Specific button operation required to play

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 Letter Rooms, 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 Letter Rooms 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 Letter Rooms, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 6 accessibility features for Getting Started in Letter Rooms 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.

Onboarding Before Play

Before you are presented with the home screen, onboarding settings aim to aid you accessing the menus you need to adjust the game to your requirements. They can also provide an easier way of turning on important adjustments without digging through menus.

Onboarding: The first time you open the game, you are asked to confirm options for control, navigation and accessibility settings. Games can differ in what they present at this stage, but will count for this, provided they include a streamlined onboarding process.

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.

Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.

Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.

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

Assistance For Progressing

These features aid your progress through the game offering different ways of maintaining your progression.

Guaranteed Progress With God Mode: There is no fail state for any game level, where you lose progress or have to start again. Or there are options to make failing impossible: infinite health or lives, unlimited time. Sometimes called God Mode or Unfailable.

Save Progress Anytime: The game automatically saves progress or you can save any time. This doesn’t mean you never lose progress, but it does mean you can stop whenever you want (without having to get to a save point) without losing progress.

 

Similar Games With More Accessibility Features for Getting Started

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

ReadingReading

We've documented 5 accessibility features for Reading in Letter Rooms 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.

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.

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 Letter Rooms, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:

NavigationNavigation

We haven’t documented any accessibility features for Navigation in Letter Rooms 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. The following games are similar to Letter Rooms, and offer accessibility features for Navigation:

VisualVisual

We've documented 10 accessibility features for Visual in Letter Rooms which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

Contrast

Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.

Interactive Elements

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.

Visual Distractions

No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.

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

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.

Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.

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.

Play Without Sight

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.

AudioAudio

We've documented 1 accessibility feature for Audio in Letter Rooms 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.

Play Without Hearing

Play Without Hearing: No audio cues are necessary to play the game well.

 

Similar Games With More Accessibility Features for Audio

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

CommunicationCommunication

We haven’t documented any accessibility features for Communication in Letter Rooms which deal with how you can communicate with other players in the game and what options are available to customise and control this interaction.

System Accessibility Settings

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

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.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Andy Robertson


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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