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We've documented 25 accessibility features for One Hour One Life, including No Quick Reactions, No Repeated Pressing, No Holds, Play Without Hearing and Directional Visual Cues. Its accessibility is strongest in Visual and Getting Started but it also has features in Controls, Audio, Reading and Communication 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, Jason Rohrer, first checked One Hour One Life accessibility 14 months ago. It was re-examined by Jason Rohrer and updated 14 months ago.
Accessibility Notes
Visual depictions are provided for important off-screen sounds (like a bell tower ringing). A little directional arrow at the bottom of the screen accompanies them. As you walk around, that arrow points you toward the spot in the world that generated the sound.
And there are some very important game character sounds, mostly if people are fighting, that are accompanied by little markers around the periphery of the screen if that fighting is happening nearby but offscreen. As the fighting people run around, they make angry sounds at each other, and you can see where those sounds are coming from off-screen based on these little markers that appear at the edge of your screen in their direction. If there are many fighting people, you will see many markers, one for each person.
Game Details
Release Date: 27/02/2018
Out Now: Android, Mac, PC and iOS
Skill Rating: 9+ year-olds
Players: 1 (100 online)
Genres: Communication, Simulation, Strategy (Action, Adventure, Creative, Fighting and Sequencing)
Accessibility: 25 features
Components: 2D Overhead, Hand-Made, Open World and Persistant World
Developer: Jason Rohrer (@JasonRohrer)
Costs: Purchase cost
Controls
We've documented 4 accessibility features for Controls in One Hour One Life which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Mouse And Keyboard
Can play with the following:
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
Mouse and Keys: Can play with mouse and multiple keys.
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.
Similar Games With More Accessibility Features for Controls
If you want to play One Hour One Life, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
- Wildmender (10 Controls Features)
- BedWars (9 Controls Features)
- Before We Leave (8 Controls Features)
- Apico (7 Controls Features)
Difficulty
We haven’t documented any accessibility features for Difficulty in One Hour One Life 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 One Hour One Life, and offer accessibility features for Difficulty:
- Wildmender (3 Difficulty Features)
- Before We Leave (1 Difficulty Feature)
- Koala Boutique (1 Difficulty Feature)
- No Man's Sky (1 Difficulty Feature)
Getting Started
We've documented 5 accessibility features for Getting Started in One Hour One Life 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.
Practice Area: You can practice freely without opponents or time pressures. This can be a specific practice option, or the ability to play levels with the easiest opponents to improve understanding and skill.
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.
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.
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 One Hour One Life, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
- Before We Leave (8 Getting Started Features)
- The Garden Path (7 Getting Started Features)
- Animal Crossing: New Horizons (7 Getting Started Features)
- Apico (6 Getting Started Features)
Reading
We've documented 3 accessibility features for Reading in One Hour One Life 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.
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.
Captions
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.
Similar Games With More Accessibility Features for Reading
If you want to play One Hour One Life, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
- Apico (6 Reading Features)
- Animal Crossing: New Horizons (6 Reading Features)
- Wildmender (5 Reading Features)
- BedWars (5 Reading Features)
Navigation
We haven’t documented any accessibility features for Navigation in One Hour One Life which deal 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. The following games are similar to One Hour One Life, and offer accessibility features for Navigation:
- Wildmender (8 Navigation Features)
- Thousand Threads (8 Navigation Features)
- The Tomorrow Children (4 Navigation Features)
- The Garden Path (4 Navigation Features)
Visual
We've documented 8 accessibility features for Visual in One Hour One Life which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Interactive Elements
Large Game Elements: Game characters and other elements are large and distinguishable. Enemies and player characters are at least 1/6 of the height of the screen. Or there is a zoom feature to make them larger.
Outline Interactive Elements: Characters, platforms and enemies can be outlined or highlighted for visibility. This can be with a large border around the character or a special visual mode that adjust the colour to make characters more visible.
Visual Distractions
No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.
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.
Audio Cues for Visual Events
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.
Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.
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.
Audio
We've documented 4 accessibility features for Audio in One Hour One Life 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.
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.
Audio Events
Visual Cues for Audio Events: Text or other visual indicators of audio events. This mirrors audio indicators of progress in the game with a corresponding visual indication.
Visual Depiction of Directional Audio: Indication on-screen with arrows, icons, located colour splashes and the like, to show where directional audio for damage, footsteps, environmental or way-finding sounds are coming from.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
Communication
We've documented 1 accessibility feature for Communication in One Hour One Life which deals with how you can communicate with other players in the game and what options are available to customise and control this interaction.
Player-to-Player Online Communication
This is how players communicate with each other in online games. This can be to plan strategy, chat as they play or co-ordinate resources.
Text Chat: Chat to other players by typing text.
Similar Games With More Accessibility Features for Communication
If you want to play One Hour One Life, but it doesn't offer the Communication accessibility features you require, these similar games extend the Communication accessibility:
- Wildmender (3 Communication Features)
- BedWars (2 Communication Features)
- No Man's Sky (2 Communication Features)
System Accessibility Settings
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