World Rescue Control
What does and does not work accessibly in this game, checked against what Apple, Google and WCAG 2.2 AA ask for.
Summary
This game does not fully meet WCAG 2.2 AA yet.
Apple features with Yes: VoiceOver, Voice Control, Larger Text, Dark Interface, Differentiate Without Color Alone, Sufficient Contrast, Reduced Motion.
WCAG 2.2 AA, 55 criteria: 25 meets, 8 partly, 0 does not meet, 3 not tested, 19 not applicable.
What does not work yet
- You cannot turn the waiting time off completely. Low pace and longer waiting time together give 2.3 times as much time. You can, however, pause as often as you like and send help during pause, and without lives a service cannot fail.
- Keyboard: the map only works by touch and there are no keyboard shortcuts. The game has not been tested with Full Keyboard Access.
- With VoiceOver you get no confirmation after Send, and you do not hear when an incident has been resolved. The button disappears and focus jumps away.
- The list re-sorts itself when incidents are added. A button can therefore move just before you tap it. Pause if that is difficult.
- A chosen call is centred, so the map jumps when you choose another call.
- With Voice Control the panel does not open by itself: choose Calls yourself or turn on Start in list view.
- A new radio message replaces the previous one immediately and there is no overview of messages.
- You cannot open settings during a service, not even from pause.
- During pause, beacons and pulses keep going unless Reduce motion is on. Ordinary traffic also keeps driving with Reduce motion.
- Endless without lives never stops by itself, so a record is not saved then.
- The name A game by Studio Nolu does not grow along up to 200%.
- Tested on a real device with VoiceOver, Voice Control, large text, Increase Contrast and Reduce Motion. The game has not been tested with Full Keyboard Access.
- With Low pace, longer waiting time or no lives, your score is not sent to the Game Center and Google Play Games leaderboards, so they stay fair. Stars, progress, records and achievements still count.
- The Android version has not been released yet.
- Android has only been tested in the emulator, not yet on a real device with TalkBack, Voice Access, Switch Access and large text.
How to set it up
- Open Accessibility on the home screen, or choose Set up now on the card at first start. This is not possible from the pause screen.
- Colours: colour blindness mode (off, red-green, blue-yellow) and High contrast (auto, on, off)
- Pace: game speed low, normal or high, longer waiting time per incident, playing without lives (with any of these aids your score does not count for the Game Center leaderboards)
- Controls: start in list view (auto, on, off), buttons on the left
- Seeing and hearing: Reduce motion (auto, on, off), radio messages as text, vibration
- During a shift: open the calls panel, drag the map or zoom with buttons, and send help during a pause
What we checked
Apple asks that all common tasks can be done with a feature. These are the common tasks of this game.
- First start: the launch screen and the Play your way card
- Opening and changing settings through Accessibility on the home screen
- Choosing a language
- Choosing a city and level, or letting Play choose
- Starting a service from the briefing
- Choosing a call on the map or in the calls panel
- Sending help with the Send button
- Pausing, resuming, starting over
- Reading the result and going to the next level
- No own sign-in and no purchases: the game is free. Game Center (leaderboards and achievements) is optional, via the Leaderboards button.
Apple: features on the App Store
A feature only gets Yes if you can do all common tasks with it. iPhone and iPad.
- VoiceOver Yes
The calls panel opens straight away with every call and its buttons. New calls are read out. After Send there is no confirmation and focus is lost.
- Voice Control Yes
Every button has a name, including Calls and the zoom buttons, and level tiles respond to their number. The panel does not open by itself, because iOS does not report that Voice Control is on.
- Larger Text Yes
Text follows the device size, the top bar and info card up to 235%, map text up to 200%, and with very large text the panel opens by itself.
- Dark Interface Yes
The game is always dark, including the launch screen.
- Differentiate Without Color Alone Yes
Urgency has a shape and number, services an icon and the letter B, H or P, vehicles their own marking, rush hour is dashed, and a chosen call has a tick.
- Sufficient Contrast Yes
All text colours reach 4.5:1 in the standard view (calculated), and map labels sit on a dark plate. High contrast follows Increase Contrast in iOS.
- Reduced Motion Yes
Pulses, emergency lights and moving text stop, the panel fades, and the map centres without animation. Vehicles and everyday traffic keep driving.
- Captions Not applicable
The game has no sound, speech or video.
- Audio Descriptions Not applicable
The game has no video.
Google: Android
Google asks, among other things, for descriptions for TalkBack, touch targets of at least 48 dp, enough contrast and text that scales.
This Android version has not been released yet. We checked the code.
- TalkBack Yes
Menus, counters and calls are read aloud. The map is hidden from TalkBack; the calls list does everything and opens by itself. New calls, radio messages and the start and end of a shift are read aloud in the game's language. Headings, buttons and switches have the right role.
- Switch Access Yes
Every button can be focused with a visible focus ring, and the calls list opens by itself.
- Voice Access Yes
Buttons have a short name (Close, Back, Pause, Zoom in, Level 3 …). The list does not open by itself: choose Calls or turn on Start in list view.
- System font size Yes
All text follows the font size up to the largest setting. With very large text the top bar stacks, choices sit below each other and the list opens by itself. Map text grows up to 200%, calls and stations on the map up to 150%.
- Target size of at least 48dp Yes
All buttons are at least 48dp.
- Contrast Yes
The same colours as on iOS: text reaches at least 4.5:1. High contrast is set to Auto and follows 'High contrast text'; you can also turn it on yourself.
- Remove animations Yes
Reduce motion is set to Auto and follows 'Remove animations': no pulses, no flashing beacons, no sliding panels or camera animations. Beacons never flash faster than 3 times per second.
- Not relying on colour alone Yes
Urgency has a shape and a number, services the letter B, H or P and their own mark on every vehicle. There are red-green and blue-yellow colour-blind modes.
WCAG 2.2 AA
WCAG was written for the web. For apps we follow the guidance in WCAG2ICT. Level AA has 55 criteria.
1. Perceivable
- 1.1.1 Non-text content Level A Meets
The map is hidden from VoiceOver; the list gives the same incidents as text. Icons have a label or are hidden.
- 1.2.1 Audio-only and video-only (prerecorded) Level A Not applicable
The game has no sound and no video.
- 1.2.2 Captions (prerecorded) Level A Not applicable
No video.
- 1.2.3 Audio description or media alternative (prerecorded) Level A Not applicable
No video.
- 1.2.4 Captions (live) Level AA Not applicable
No live video or sound.
- 1.2.5 Audio description (prerecorded) Level AA Not applicable
No video.
- 1.3.1 Info and relationships Level A Partly
Screen titles, section headings and the calls panel are marked as headings. The page titles in How to play and the New block in the briefing are not.
- 1.3.2 Meaningful sequence Level A Meets
The reading order follows the layout of the screen, including with buttons on the left.
- 1.3.3 Sensory characteristics Level A Meets
Instructions always also use a name, number or shape, never only position or colour.
- 1.3.4 Orientation Level AA Meets
iPhone in portrait and landscape, iPad in all orientations. No fixed screen orientation.
- 1.3.5 Identify input purpose Level AA Not applicable
There are no fields for personal data.
- 1.4.1 Use of colour Level A Meets
Urgency has a shape and a number, services have an icon and a letter, rush hour is striped and is also shown as text at the top.
- 1.4.2 Audio control Level A Not applicable
The game plays no sound.
- 1.4.3 Contrast (minimum) Level AA Meets
Calculated: ink on panel 12.9:1, grey text on panel 5.9:1, numbers on urgency shapes at least 4.9:1. System buttons not measured.
- 1.4.4 Resize text Level AA Partly
The game and menus follow the text size, the top bar up to 235%, text on the map up to 200%. The line A game by Studio Nolu stops at about 124%.
- 1.4.5 Images of text Level AA Meets
All text is real text, except the logo.
- 1.4.10 Reflow Level AA Not tested
The panel only scrolls vertically; the map is exempt. Landscape with very large text has not been checked.
- 1.4.11 Non-text contrast Level AA Partly
Button border 4.0:1 and shapes 4.2:1 or more against the ground. The time ring below 30% only reaches 2.2:1 on light roofs. Vehicles on the map not measured.
- 1.4.12 Text spacing Level AA Not applicable
iOS has no setting for adjusting text spacing.
- 1.4.13 Content on hover or focus Level AA Not applicable
There is no content that appears on hover.
2. Operable
- 2.1.1 Keyboard Level A Partly
Everything except the map is in ordinary buttons, but there are no key handlers in the code. Not tested with Full Keyboard Access. The map only works by touch.
- 2.1.2 No keyboard trap Level A Not tested
No custom keyboard code, so this cannot be worked out from the code.
- 2.1.4 Character key shortcuts Level A Not applicable
No single-character shortcuts.
- 2.2.1 Timing adjustable Level A Partly
Time stands still during pause and you can send help there. The waiting time extends only up to 2.3 times in total and cannot be turned off. Without lives, late incidents are harmless.
- 2.2.2 Pause, stop, hide Level A Meets
Pause stops the vehicles. Pulsing and blinking stop with Reduce motion, not with pause.
- 2.3.1 Three flashes or below threshold Level A Meets
Beacons flash 1.4 times per second and are very small. With Reduce motion they stay on steadily.
- 2.4.1 Bypass blocks Level A Not applicable
No repeated blocks across several screens that you have to skip.
- 2.4.2 Page titled Level A Meets
Every screen has a visible title, and the app has a clear name.
- 2.4.3 Focus order Level A Partly
The code never moves focus by itself. After Send the button disappears and focus goes with it. Whether cards really hold on to VoiceOver focus has not been tested.
- 2.4.4 Link purpose (in context) Level A Not applicable
No links in the game.
- 2.4.5 Multiple ways Level AA Not applicable
Does not apply to a standalone app (WCAG2ICT).
- 2.4.6 Headings and labels Level AA Meets
Headings and button names say what they do.
- 2.4.7 Focus visible Level AA Not tested
No custom focus indicator; whether the system one is visible on the custom buttons has not been tested.
- 2.4.11 Focus not obscured (minimum) Level AA Meets
An info card or panel lies over the map, but closes with a button. A radio message briefly floats over the map.
- 2.5.1 Pointer gestures Level A Meets
You can play with one finger and one tap. Pinching to zoom and dragging have buttons as an alternative.
- 2.5.2 Pointer cancellation Level A Meets
Buttons work on release. On the map, choosing happens on touch, but that only selects and can be undone straight away.
- 2.5.3 Label in name Level A Meets
The visible button text comes first in the name. Level tiles can also be spoken by their number.
- 2.5.4 Motion actuation Level A Not applicable
Nothing works by shaking or moving the device.
- 2.5.7 Dragging movements Level AA Meets
Dragging the map is never needed: there are zoom buttons, and choosing a call in the panel centres the map. The panel also closes with a button.
- 2.5.8 Target size (minimum) Level AA Meets
Buttons are 40 to 52 pt, and the tap area of an incident on the map is 60 pt wide.
3. Understandable
- 3.1.1 Language of page Level A Meets
The game's language is passed on to VoiceOver, even if it differs from the device.
- 3.1.2 Language of parts Level AA Partly
The language names in the language picker have no pronunciation language of their own.
- 3.2.1 On focus Level A Meets
Focus alone changes nothing.
- 3.2.2 On input Level A Meets
Settings change nothing unexpected. The language switches immediately, and that is what you chose.
- 3.2.3 Consistent navigation Level AA Meets
The back button and title are in the same place on every menu.
- 3.2.4 Consistent identification Level AA Meets
The same function has the same name and icon everywhere.
- 3.2.6 Consistent help Level A Meets
How to play is on the home screen and in pause, each time as a button in the same order.
- 3.3.1 Error identification Level A Not applicable
No input that can be wrong.
- 3.3.2 Labels or instructions Level A Meets
All settings have a name, and most have an explanation too.
- 3.3.3 Error suggestion Level AA Not applicable
No input that can be wrong.
- 3.3.4 Error prevention (legal, financial, data) Level AA Not applicable
No legal or financial actions.
- 3.3.7 Redundant entry Level A Not applicable
No forms.
- 3.3.8 Accessible authentication (minimum) Level AA Not applicable
No sign-in.
4. Robust
- 4.1.2 Name, role, value Level A Meets
Standard buttons and switches with name, role and state, such as selected and disabled.
- 4.1.3 Status messages Level AA Partly
VoiceOver hears new incidents, too late, false alarm and end of the service. It does not hear: help dispatched, arrived, resolved, points and a rejected button.
How we checked this
We reviewed the source code of the game on the date above. This is our own review, not an audit by an independent party, and we have not yet tested this on devices with assistive technology. That is why it says "Not tested" where the code alone gives no answer.
We update this page whenever the accessibility of the game changes.
Running into a problem, or is something wrong here? Email us at hello@studionolu.com.