Accessibility
Play should adapt to the player.
PlayGrid targets WCAG 2.2 Level AA for the hub, instructions, controls, settings, and DOM-based games. A target is not a conformance claim; complete games still require representative testing.
Foundation support
- Semantic landmarks, logical heading order, and a skip link.
- Visible keyboard focus and links that do not depend on hover.
- A fluid layout that avoids intentional horizontal page scrolling.
- Reduced-motion and increased-contrast preferences respected in the design tokens.
- Persistent motion, contrast and control-hint overrides in Settings, with keyboard-operable local-data reset confirmation.
- Game duration and supported input shown before entering a game route.
Game requirements
Each playable game must publish its controls and known limitations, support keyboard and touch where the mechanic permits, expose meaningful non-audio state, pause safely, and provide a clear route out of the play surface.
Matchcraft support
- Native buttons in a labelled grid, with Arrow, Home, End, Enter, and Space controls.
- Visible symbol names and shapes so card state never depends on colour alone.
- Explicit pause, restart, focus restoration, and a polite non-timer status announcement.
- Touch and pointer activation use the same card controls as keyboard play.
- Saved Matchcraft boards restore paused with keyboard focus on Resume; time away does not run the game timer. Save conflicts and session-only play have visible status notices.
Portfolio controls and limitations
Matchcraft
- Semantic card-button grid with roving keyboard focus
- Named symbols and state never conveyed by colour alone
- Explicit pause, restart, and reduced-motion support
- Saved boards restore paused with focus on Resume; save limits are announced in text
Neon Coil
- Arrow keys with W A S D or I J K L, arena swipes, and direction buttons. Escape pauses; Tab leaves the arena
- Reduced decoration, redundant hazard shapes and visible status. Silent gameplay; no audio cues are required
- The realtime canvas arena requires spatial perception and is not a screen-reader-equivalent game
Prism Break
- Keyboard, touch, pointer and paddle-position slider controls; pause, deliberate resume, relaxed pace and a visible serve guide.
- Brick durability uses dot marks and color; optional sound has visual equivalents. Reduced motion removes the decorative ball trail.
- The moving canvas is not a screen-reader-equivalent game. Rules, controls, scores and major status changes are text-accessible.
Grid Shift
- Semantic row and column values, keyboard controls, swipe and non-drag direction buttons.
- Spoken move summaries, 32-move undo, deliberate pause/resume and persistent numbered labels. No sound or animation is required.
Comet Dash
- One-action keyboard, touch and pointer controls, relaxed pace, pause and deliberate resume. Reduced motion removes decorative star scrolling and the comet trail.
- Optional jump, landing, clear and loss sounds accompany visible flight state, obstacle-clear counts and the loss panel. Sound requires unmuted Settings and explicit Enable sound.
- The moving canvas is not a screen-reader-equivalent game. Rules, controls, daily records and major status changes are available as text.
Testing and known limitations
The five games have automated Chromium and keyboard/touch-emulation regression evidence. These checks are not a physical-device, screen-reader, or conformance audit. Representative assistive-technology and participant testing remain open. Neon Coil, Prism Break and Comet Dash use moving canvas gameplay that is not screen-reader equivalent. Their surrounding rules, controls and major status are text-based; reduced motion does not remove movement essential to play.