Subwords Accessibility Report
We've documented 25 accessibility features for Subwords in the Controls, Difficulty, 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.Subwords is trivia spelling puzzle game. Unlike other spelling challenges, words are split into syllables rather than letters. You tap them in order as fast as possible. Each level has a topic or theme that you need to learn to find the words.
You can select either kids or adults for difficulty. Although reaction time isn't critical you do need to complete levels faster to earn stars to unlock further levels.
You can play the game without sight using the iOS VoiceOver feature. You can also control the game with Voice Control.
For phones with TrueDepth camera you can play by just moving your head. Selecting elements is done either by sticking your tongue out or focusing on an element for a certain amount of time. The amount of time can be adjusted.
You can play in different languages (English, German, Spanish, French, Portuguese and Italian). You can option for a font to make the content more legible for people with dyslexia.
Release Date: 26/01/2019, updated in 2021
Expected Content Rating: PEGI 3
Skill Rating: 8+ year-olds
Genres: Puzzle and Sequencing
Accessibility: 25 features
Components: 2D Side-On
Developer: Klemens Strasser (@KlemensStrasser)
Costs: Purchase cost
We've documented 4 accessibility features for Controls in Subwords which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Additional gestures may be required for games played with a screenreader like VoiceOver.
One Tap Targeted: Can play with touchscreen, tap in specific locations.
Games that can be played with different sorts of motion controllers.
Motion Camera: Can use a camera controller like Xbox Kinect or PlayStation Camera. This can offer game control via hand gestures or body movement and position.
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.
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If you want to play Subwords, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We've documented 1 accessibility feature for Difficulty in Subwords which deals with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play.
Select Difficulty: Select the level of difficulty from a range of presets. This not only offers a way to adjust the challenge of a game but enables you to do so without dealing with individual criteria.
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If you want to play Subwords, but it doesn't offer the Difficulty accessibility features you require, these similar games extend the Difficulty accessibility:
We've documented 4 accessibility features for Getting Started in Subwords 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.
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If you want to play Subwords, 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 Subwords 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.
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.
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.
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.
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If you want to play Subwords, but it doesn't offer the Reading accessibility features you require, this similar game extends the Reading accessibility:
We've documented 1 accessibility feature for Navigation in Subwords 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.
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.
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If you want to play Subwords, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 9 accessibility features for Visual in Subwords which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
High Contrast: There is high contrast between elements that need to be distinguished from each other, such as characters, interactive objects and game environment, either by default or a high contrast mode. This is different to a slider that increases contrast or brightness between light and dark.
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 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.
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.
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 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.
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If you want to play Subwords, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We've documented 1 accessibility feature for Audio in Subwords 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.
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If you want to play Subwords, 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:
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 @klemensstrasser and @GeekDadGamer