
We've documented 15 accessibility features for Little Misfortune, including Fully Voiced (Or No Speech), Large Subtitles, Low Pressure, No Quick Reactions and Play Without Hearing. Its accessibility is strongest in Reading and Controls but it also has features in Getting Started, Visual, 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.
Release Date: 18/11/2019
Out Now: Android, Mac, PC and iOS
Content Rating: PEGI 16
Players: 1
Genres: Adventure (Narrative, Point-and-Click and Puzzle)
Accessibility: 15 features
Components: 2D Side-On and Hand-Made
Developer: Kill Monday Games (@KillMondayGames)
Costs: Purchase cost
We've documented 3 accessibility features for Controls in Little Misfortune 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:
Multiple Buttons & Single Stick: Can play with multiple buttons and a stick.
Can play with the following:
Mouse and Keys: Can play with mouse and multiple keys.
Mouse and Controller: Can play with mouse and controller simultaneously.
If you want to play Little Misfortune, 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 Little Misfortune 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 Little Misfortune, and offer accessibility features for Difficulty:
We've documented 3 accessibility features for Getting Started in Little Misfortune 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.
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.
These features aid your progress through the game offering different ways of maintaining your progression.
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.
If you want to play Little Misfortune, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 4 accessibility features for Reading in Little Misfortune 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.
Large Clear Subtitles: Subtitles are large, clear and of good contrast. They are at least 1/20 (46 pixels on 1080 screen) the height of a landscape screen and at least 1/40 height on portrait screens, or can be adjusted to be. We base this on the full line-height, including the space above and below the letters. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.
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.
Speaker Indicator: Textual captions indicate who is speaking (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or placing text in speech bubbles next to the person speaking.
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 Little Misfortune, 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 Little Misfortune 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.
Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.
If you want to play Little Misfortune, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 2 accessibility features for Visual in Little Misfortune 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.
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.
If you want to play Little Misfortune, 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 Little Misfortune 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: No audio cues are necessary to play the game well.
If you want to play Little Misfortune, 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.
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 @eamongaudio