When selecting games to play on my iPhone, I usually have a hard time either because they are too challenging or they rely heavily on sound for direction and orientation. Naturally, the latter is going to be the case in those that are designed at least to some degree with blind people in mind, but they tend not to work as well for those, like myself, with significant hearing loss. If I have to put on a pair of headphones to fully perceive what is happening for instance, well I may as well not bother.
On the other hand, games that are say Tex-based are usually too abstract for me to follow and/or don’t have as many cool sound effects. The effects are what really make things come alive for me. Or if they do get all of this stuff right, they lack some key accessibility components that make it difficult for all but the most expert blind player to execute.
So imagine my surprise when I downloaded a fun game called Swordy Quest from the iOS App Store after hearing of it on the Blind Abilities podcast. (I guess it is only available on iOS, but do not know for sure). Before starting it, I figured it would be too involved for me to figure out what was going on and that I would quickly lose interest. But I’ve found that it very well walks the fine line between being too challenging and so simplistic that accomplishing anything offers little pleasure. The addition of a “spirit guide,” who tells you which moves you might want to consider next helps with that.
As best I can tell, you’re on this island in a world called Fonetazia (like Fantasia? Haha). You fight all sorts of strange animals and travel about the island gathering resources that you can use to build stuff and trade. The story behind what you’re doing slowly unfolds as you unearth clues by solving fun puzzles that involve matching pairs of items. The sound effects are rich, especially as you fight and defeat the animals. And I’ve found that turning the in-game music volume down to 10% allows me to hear VoiceOver speaking and yet leave said music on to enhance the game’s mood.
And on the subject of hearing, and accessibility in general, I do not know if this title was built specifically for individuals who are blind but the accessibility is top notch. You are even told how to best use VoiceOver’s features to navigate among items within the game, and there are buttons that allow you to quickly revert to the top of the list after skimming your inventory items, for instance. I would even say that, while it might be kind of clunky to do so, one who is deafblind and fully relies on a Braille display could play this game. All of the prompts appear in text, and you would only need to touch the screen to hold down the button for gathering stuff. You can feel the phone’s haptic engine causing it to vibrate in your hand, and if the alert duration was set high enough, say at 3 seconds, you could read in Braille which items and how many you’ve collected. I have encountered very few games of this complexity that also reach such a high level of access for everyone. For this reason, I am certainly inclined to support it financially to the extent that I can.
I started playing on Friday night, and well we probably shouldn’t talk about how much time I’ve already put into it. But it’s a great way to kill rainy summer days, and it makes me feel more motivated when I do sit down to do the work that needs doing. This is the best iOS game I’ve seen since the makers of Dice World began working with us some eight years ago to improve accessibility of that platform. If you like that sense of adventure, I would say you’ll love Swordy Quest.