A Dance of Fire and Ice Review
Posted: 2 weeks ago.
Each level and each song has its own rhythm and its own related pattern. It gets difficult, and requires accurate pressing of the single button as well as a good sense of rhythm. The mazes work not only as a challenge to navigate but an indicator of what rhythm is coming in the song. Learning to read this simple landscape is like learning to read music, and enables you to anticipate the upcoming notes and timing.
There are over 10 worlds to explore, each with new shapes and rhythms. What do triangles, octagons or squares sound like? Each world starts with small tutorial stages and ends with a final test. Once you have finished the game there are then Speed Trials to take on for the brave.
Every button triggers the same action so you don't need to remap buttons, although you can't use the sticks. You can't remap the pause button.
You can select levels and start the game with one button.
How you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.
Tutorials: There are helpful tutorials, instructions and tips.
How much reading or listening comprehension is required, and how accessible this is.
Simple Minimal Reading: Minimal reading is required.
High Text Contrast: Text colour contrasts to background.
How you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
1 Button: Can play with single button.
Mouse And Keyboard
Keyboard Alone: Can play with just the keyboard.
Mouse Alone: Can play with just the mouse/mouse button/mouse wheel.
One Tap Anywhere: Play with touchscreen, tap anywhere.
No Simultaneous Buttons: Only one button or key required at a time, in addition to direction.
Vibration Optional: Controller vibration not used in the game or you can disable it.
Informative Vibration: Controller vibration indicates aspects of the game, echoing visual and audio cues.
How you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Bright Colourful Palette: Game uses bright colours and is generally high contrast.
Large Game Elements: Game characters and other elements are large and distinguishable.
No Flashes: No flashing strobe effects or you can disable them.
No Screen Shake: No screen shake effect or this can be disabled.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank.
Audio Cues for Visual Events: Audio is provided to indicate visual events.
Motion sickness friendly: Option to reduce motion sickness (motion blur, depth of field, field of vision).
Colourblind friendly: Game doesn’t rely on colour or can switch to colourblind friendly mode.
Clear Interface: The game navigation, maps and information are clear to read, large or adjustable.
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.
Visual Cues for Audio Events: Text or other visual indicators of audio events.
Play Without Hearing: No audio cues are necessary to play the game well
Android has accessibility settings including ways to navigate and interact, although not all games support this. 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 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.
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