We've documented 21 accessibility features for Twelve Minutes, including Fully Voiced (Or No Speech), Large Text, No Button Combos, No Repeated Pressing and No Holds. Its accessibility is strongest in Controls and Visual but it also has features in Reading, Getting Started, Navigation 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.
External examiner, James Rowbotham, first checked Twelve Minutes accessibility 3 years ago. It was re-examined by Angela Hickman Newnham and updated 3 years ago.
Accessibility Notes
Most of the text in the game is decently sized with good contrast, but because of the transparency level of the text, there are occasionally some words that end up more difficult to see against their background. Seeing the cursor to input numbers on the cell phone is very difficult due to a white cursor on white background.
Game Details
Release Date: 19/08/2021, updated in 2021
Out Now: PC, PS4, PS5, Switch, Xbox One and Xbox X|S
Players: 1
Genres: Narrative, Puzzle and Communication
Accessibility: 21 features
Components: 2D Overhead
Developer: Faca Electrica (@FacaElectrica)
Costs: Free
Controls
We've documented 8 accessibility features for Controls in Twelve Minutes which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Gamepad
Can play with the following:
1 Button & Single Stick: Can play with button and stick.
Mouse And Keyboard
Can play with the following:
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
Remap Controls
Can customise the controls for the game as follows:
Invert X/Y Axis: Can invert the direction required to control looking and aiming. This enables you to match your instinctive orientation when looking.
Button Combinations
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.
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 Twelve Minutes, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
- Outer Wilds (12 Controls Features)
- The Cost of Recovery (11 Controls Features)
- Genesis Noir (9 Controls Features)
Difficulty
We haven’t documented any accessibility features for Difficulty in Twelve Minutes 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 Twelve Minutes, and offer accessibility features for Difficulty:
- Do Not Feed the Monkeys (1 Difficulty Feature)
Getting Started
We've documented 3 accessibility features for Getting Started in Twelve Minutes 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.
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.
Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.
View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game. This includes games that always display buttons to press during play.
No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.
Similar Games With More Accessibility Features for Getting Started
If you want to play Twelve Minutes, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
- The Sexy Brutale (6 Getting Started Features)
- Kitty Q (6 Getting Started Features)
- Genesis Noir (6 Getting Started Features)
- Nuts (6 Getting Started Features)
Reading
We've documented 4 accessibility features for Reading in Twelve Minutes 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.
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 Twelve Minutes, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
- The Cost of Recovery (7 Reading Features)
- Nuts (6 Reading Features)
- Returnal (6 Reading Features)
- Return of the Obra Dinn (6 Reading Features)
Navigation
We've documented 1 accessibility feature for Navigation in Twelve Minutes 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.
Menu Navigation
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Similar Games With More Accessibility Features for Navigation
If you want to play Twelve Minutes, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
- The Sexy Brutale (6 Navigation Features)
- Outer Wilds (6 Navigation Features)
- Overboard (3 Navigation Features)
- Genesis Noir (3 Navigation Features)
Visual
We've documented 5 accessibility features for Visual in Twelve Minutes which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Visual Distractions
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
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
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.
Similar Games With More Accessibility Features for Visual
If you want to play Twelve Minutes, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
- The Sexy Brutale (6 Visual Features)
- Closed Hands (6 Visual Features)
- The Cost of Recovery (6 Visual Features)
Audio
We've documented 1 accessibility feature for Audio in Twelve Minutes 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.
Adjustable Audio
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.
Similar Games With More Accessibility Features for Audio
If you want to play Twelve Minutes, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
- The Sexy Brutale (3 Audio Features)
- The Cost of Recovery (3 Audio Features)
- Genesis Noir (2 Audio Features)
- Disco Elysium (2 Audio Features)
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Nintendo Switch
Nintendo Switch has some built-in features, including a lockable zoom, that can be used on all games.
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.
PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
Xbox One
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
Xbox Series X|S
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @cbGameDev and @growingupgamers