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Trouble In Folklore
Falls
26 Accessibility Features

We've documented 26 accessibility features for Trouble In Folklore Falls, including Playable Without Hearing, No Pressured Communication, No Pressured Reveals, Audio Cues Mirrored Visually (Or no critical audio signals) and No Close Inspection Disadvantage. Its accessibility is strongest in Getting Started and Physical but it also has features in Visual, Audio, Difficulty and Reading 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.

Trouble In Folklore Falls is a narrative puzzle game in the form of a physical box of objects that offers clues to a mystery to be solved. Play involves investigating the writing, photos and diagrams on paper along with other items to piece together what happened. It stands out for needing to search online to make progress - finding the game-created websites and even answering phone messages that help you on your way.

Our accessibility examiner, Andy Robertson, first checked Trouble In Folklore Falls accessibility 8 months ago. It was re-examined by Andy Robertson and updated 8 months ago.

NotesAccessibility Notes

Although there's no manual, the box opens with a letter to get you started. Each puzzle has a hint system that offers a part of the answer or the full answer.

For the audio elements you look up online, there's an accessibility page that provides a transcript.

DetailsGame Details

Release Date: 01/01/2022

Skill Rating: 9+ year-olds

Players: 1-4

Genres: Brain Game, Narrative (Communication and Puzzle)

Accessibility: 26 features

Components: Tokens

Developer: Detective Soc (@DetectiveSoc)

Costs: Purchase cost

 

DifficultyDifficulty

We've documented 3 accessibility features for Difficulty in Trouble In Folklore Falls which deal with how you can adjust the challenge of play.

Difficulty Options

No Memorisation Advantage: You don’t need to memorise and recall the state of the game, cards played, sequences and resources to play the game well. Players who are able to do this more easily are not at an advantage.

No Deceit Advantage: No game mechanic where players need to deceive each other to progress. This includes bluffing and lying.

No Colour Advantage: Game can be played without colour-blindness being a barrier to performance.

 

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If you want to play Trouble In Folklore Falls, but it doesn't offer the Difficulty accessibility features you require, this similar game extends the Difficulty accessibility:

Getting StartedGetting Started

We've documented 6 accessibility features for Getting Started in Trouble In Folklore Falls which deal with what support is offered to get started with the game.

Assistance Getting Started

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.

Clear Manual: Game provides a manual that breaks play into number sections, groups information sensibly and uses illustrative pictures.

Electronic Version of Manual: A free online version of the manual provided by the publisher.

Assistance Progressing

These features aid your progress through the game offering different ways of managing your pieces and progression.

Play Order Tokens (Or play order doesn’t change): Where player order impacts the game or there are multiple play phases the game provides a means of keeping track of this. Includes provision of play order tokens or use of piece/board orientation.

Reaction-Time Not Critical: Individual game actions don’t need quick reactions. This means you don't need to quickly respond to events in the game or other players.

Low Pressure: Decisions aren’t time-limited so you can take your time with each action.

Low Impact: Decisions are low impact. If you get something wrong, you can still make up for it and/or progress another way.

ReadingReading

We've documented 3 accessibility features for Reading in Trouble In Folklore Falls which deal with how much reading or listening comprehension is required, how well the game provides accessible text.

Reading Level

How much reading is required to play the game and how complex the language is.

Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.

Necessary Text Visibility

How clear are the required text or numbers to play the game.

Information Orientation: You don’t have to read text, numbers or symbols upside-down to play the game effectively.

Clear Icons: Icons are used to simply communicate and highlight important graphical elements related to gameplay. This assumes good contrast and generally familiar symbols.

PhysicalPhysical

We've documented 6 accessibility features for Physical in Trouble In Folklore Falls which deal with how you interact with the game components and how accommodating these are of different requirements.

Pieces

How the game components accommodate interactions through touch, shape, texture and colour.

No Paper Money: The game doesn’t use paper money.

No Sprawl: You can play the game on a small surface (train table or hospital bed table) of approximately 1/2 meter square. Or you can manage this in a small space easily.

Placement

How the game assists interaction, manipulation, management and placement of game pieces.

No Unbound Placement: Game state is not easily upset by jogging the board. Components are either held in place or high friction.

Player Components Not Shared: Key components are not shared so you can organise them as best suits your needs. Keeping them close to you. Organising them in useful groupings.

No Fiddly Placement: No movement or manipulation of small pieces or cards in limited space on a board or other location.

Easily Verbalised Actions: The game is clearly labelled (landmarks, coordinates and so on) to make it possible to unambiguously describe game actions and relate those to the board or other pieces. This is useful for players who need others to move their pieces.

 

Similar Games With More Accessibility Features for Physical

If you want to play Trouble In Folklore Falls, but it doesn't offer the Physical accessibility features you require, this similar game extends the Physical accessibility:

VisualVisual

We've documented 4 accessibility features for Visual in Trouble In Folklore Falls which deal with how well the game offers visual clarity and adjustments to accommodate visual needs.

Printed Visibility

How well the art on (and design of) components support a range of visual needs.

Colour Blind Friendly Design: Game prioritises the use of colour blind friendly palettes. This eases distinguishing elements of the game where colour is used. Ensure colour blind supporting graphics can be easily described or verbalised.

Double-Coding Colour: Colour is not the only way to distinguish elements. This includes games that make use of texture, shapes, symbols or other visual differentiation, to supplement colour information.

Component Identifiability

How easy it is to see and identify the components you need to work with to play the game.

Easily Verbalised Game State: Other players can describe the state of both their playing area and shared areas for players unable to see them. The verbalised game state is not too complexed to memorise.

No Close Inspection Disadvantage: If necessary, players can inspect similar pieces to distinguish them without time limit or risk of leaking gameplay intention.

 

Similar Games With More Accessibility Features for Visual

If you want to play Trouble In Folklore Falls, but it doesn't offer the Visual accessibility features you require, this similar game extends the Visual accessibility:

AudioAudio

We've documented 4 accessibility features for Audio in Trouble In Folklore Falls which deal with how the game supports player communication to meet a range of requirements.

Communication

How the game accommodates different styles of communication, particularly non-verbal.

Audio Cues Mirrored Visually (Or no critical audio signals): Where audio cues (soundtrack, player utterances and shouts) are critical for play, there are visual equivalents to ensure players with hearing impairments aren’t disadvantaged as a result of the loss of incidental sound.

No Pressured Reveals: No reliance on revealing actions or choices simultaneously. This ensures players who can’t perform the revealing action in real-time aren’t excluded.

No Pressured Communication: Game doesn’t require you to speak over (or louder or faster than) other players. The game includes gaps where only a single player is permitted to communicate and make their point.

Playable Without Hearing: You can play the game without the need to hear other players or sound made by game elements. Where other communication channels can be used if you have a supportive set of players, this is only included if communication can be low pressure.

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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