Accessibility

Accessibility

We want everyone to be able to use PlayoGames. This page says how the site measures up, what doesn’t work yet, and how to tell us about a problem.

Last checked September 29, 2026

What we aim for

We build playogames.com to the Web Content Accessibility Guidelines (WCAG) 2.1 at level AA, and we also follow the newer WCAG 2.2 level AA checks where we can. As of September 29, 2026, the site’s pages and the menus of our games meet WCAG 2.1 AA. The race in Drift Kart has limits that come from being a fast 3D game; they’re listed below.

How we checked

We tested every page of the site, every screen of Drift Kart (start screen, racer select, customise, pause, results and the Grand Prix screens) and of The Gilded Needle (the shop, the counter, the sketchbook, the cutting table, the sewing machine, trimmings, the jeweller’s bench, the fitting, the event, the paper and the shop’s other screens), Dogfight’s start, pause and results screens, Larkspur Farm (the start screen, a new farm, the farm, the bag, the shipping crate, the shops, the market stalls, talking to villagers, the night’s summary and the menu), Hit Your Dot (the start screen, each step of a new season, tonight’s plan, a conversation, marching on the field and its results, and the stands), Cake Drop (the start screen, play, pause, Stage Select, Level Complete and its bonus picker, Bonus Complete, Game Over, achievements, stats and About; checked on October 9, 2026), and Palabras (the start screen, a puzzle with a hint, the menu, the puzzle picker, the break between puzzles with its grammar tip, and the end of the unit), Pares (the start screen, a board, the menu, a board cleared and the end of the unit) and A Day in Mexico City (the start screen, the episode’s card, a line of the story, a reply and its correction, the phrasebook and the passport, pause and the end of the episode), checked on October 10, 2026, and Copperlight (the start screen, making your hero, the town, a shop, the Outfitter, talking to someone, the menu, a battle and its spoils; checked on October 11, 2026), on a computer and on a phone-sized screen. We used the axe-core accessibility checker, went through each page with the keyboard alone, measured colour contrast, including text shown over the moving game, checked that pages work at 320 pixels wide, and checked how often the game flashes. We check again whenever we change the site, and at least every three months.

Playing Drift Kart

  • Keyboard: arrow keys or W, A, S and D to drive, Space to hop and drift, E to use an item, Escape or P to pause and M to turn the sound on or off. In the menus, Tab moves between buttons and Enter or Space presses them; the arrow keys work too.
  • Game controller: a standard gamepad drives the kart and moves through the menus.
  • Touch screens: drag on the left side of the screen to steer, and use the Drift and Item buttons. The kart speeds up by itself.
  • Sound: the speaker button at the top of the game turns the music and sound effects on or off, and the game remembers your choice.
  • Screen readers: the menus, settings and results have names, headings and spoken updates.
  • Reduce Motion: if your device is set to reduce motion, the game drops its menu animations and the flash of the lightning item.

Playing Dogfight

  • Keyboard: arrow keys to roll and pitch (down arrow climbs; the start screen’s Invert pitch setting swaps that), A and D for the rudder, W and S for the throttle, Shift for the afterburner, X for the airbrake, Z to drop flares, Space to fire, Q or E to switch between guns and missiles (or 1 for guns, 2 for missiles), P or Escape to pause and M for sound. While you fly, the keys are listed at the bottom left of the screen; H hides or shows the list. On the start, pause and results screens, Tab and Enter work as usual.
  • Game controller and touch screens work too: on a phone, drag on the left side to fly, hold FIRE, tap the weapon button to switch between guns and missiles, tap FLARES when a missile is close, and use BOOST and SLOW.
  • Missile warnings: when a missile is fired at you, a screen reader hears which way it’s coming from (on the clock round your jet, such as 6 o’clock for behind you), and again when it’s close enough for flares; each salvo of flares says how many are left. On screen the warning says the same, a marker points the missile’s way, and a warning tone speeds up as it closes. Nothing flashes: in its last seconds the warning changes once to a steady red.
  • Missiles lock on by themselves when an enemy is inside the circle round your sights: an amber ring closes in while it locks, then turns solid red with the word LOCK, and the screen says LOCKED · FIRE. Holding fire launches as soon as the lock is on, so there’s no need to time it, and the screen says MISSILE AWAY, then SPLASH or MISSED. SLOW never slows you into a stall.
  • No flashing: explosions glow once and fade, being hit reddens the screen edges gently rather than flashing, and supply rings pulse slowly.

Playing The Gilded Needle

  • Keyboard: every screen works with Tab and Enter or Space. On the cutting table, press a pattern piece to lay it on the fabric, then the arrow keys move it (hold Shift for bigger steps), R turns it and Delete lifts it off; Auto-pack lays out every piece for you. At the sewing machine, hold Space on the pedal button and steer with the left and right arrow keys. When trimming, pick a trim, open “Without a mouse or touch” and choose Neckline, Bodice, Waist, Skirt or Hem to aim a gold ring there; the arrow buttons (or the arrow keys) nudge the ring, and “Sew the … here” sews the trim on. To move or remove a trim already on the gown, choose it in the “On the gown” list, then use the arrow keys, a part button or Remove it. Elsewhere on that screen the left and right arrow keys (or the Turn buttons) turn the gown. M turns the sound on or off.
  • The jeweller’s bench: the first time you reach it, a short guide explains its four steps (Design, Saw, Set and Polish); “How the bench works” opens it again on any step, and a step bar at the top shows where you are. The design comes in five short pages (shape, metal, the main stone, the small stones, then a check against her order) with Back and Next, and every choice is a button: each stone says its name, price and character. To saw, hold the Saw button, Space, or the mouse on the work, and turn the work with the ◀ ▶ buttons, the left and right arrow keys, or by dragging across it; the ring at the blade turns green when you’re on the line, and Slow, Steady and Fast set the speed. To set a stone, press “Put the … in its collet” (or Space or Enter), then push its four claws with the North, East, South and West buttons, by clicking or tapping a claw, or by choosing one with the arrow keys and pressing Space. To polish, drag across the piece, press the left and right arrow keys in turn, or hold “Hold to rub” (or Space); a meter shows how much of it gleams. You can also buy a piece ready-made from the jeweller instead of making it.
  • Sewing assist and Bench assist: settings that steer the fabric at the sewing machine, and the work at the jeweller’s saw, for you, so a seam or an outline only needs the button held. Bench assist also marks the best claw to push next. Both follow the line closely but not perfectly, closest at the slow speed. You can turn them on or off on the start screen, or with the switch on the sewing machine and the bench at any time. Work done by hand, with assist off, earns up to 15% more coins; that is the only difference. With assist on, every customer, every grade and every ending in the game is still open to you, and your gowns and jewellery are judged the same.
  • Touch screens: tap a piece to lay it on the fabric and drag it to move it; hold the pedal and steer with the arrow buttons or by dragging the fabric; pick a trim and tap the gown where it should go; tap a trim on the gown to pick it up, then tap where it should move to; drag to turn the gown.
  • Long panels: when a panel has more below what fits on the screen, a “More below” tag shows at its bottom edge; scroll the panel, or keep pressing Tab, to reach the rest.
  • Screen readers: the shop, the gown and the rooms are drawn in 3D, and everything they show is also in the text: every screen has a heading, the order and how your gown measures up are given in numbers, the newspaper photograph has a written description of the gown, and pieces placed, seams sewn and money earned are read out.
  • Sound: the speaker button at the top of every screen turns the sound on or off, and the game remembers your choice.
  • No flashing, and no time limits: nothing in the game is timed. With Reduce Motion on, the camera moves between views without gliding, the room stops drifting and the gown stops turning.

Playing Larkspur Farm

  • Keyboard: arrow keys or W, A, S and D to walk (Shift to run), Space or C to use whatever is in front of you, 1 to 9 (or Q and E) to choose what you hold, B for your bag, R to eat what you hold, N for the map, G to walk to your next goal, P or Escape for the menu and M for sound. Every panel (the shops, the crate, the stalls, talking to people, the map) works with Tab and Enter or Space, and Escape closes it.
  • Finding your way: the goal card says what to do next, and its Go button (or G) walks you to the place it means. A gold arrow floats over that place, and when it’s off screen a pointer at the edge of the screen points the way and says how far (it never gets in the way of a tap). The map (N, or the round map in the corner) lists every place and villager as a button that walks you there, with how far away it is and in which direction.
  • One action button: the game picks the tool for you (the hoe, the watering can, the sickle, the axe or the pickaxe), so there’s nothing to switch. A square on the ground and a prompt at the bottom of the screen say what the button will do.
  • Game controller and touch screens work too: on a phone, tap where you want to go. Tap a weed, a crop or the soil to walk over to it: its square lights up and the round Use button shows what it will do there, and nothing happens until you tap the square again or tap Use. Tap the well, a shop or a villager to walk over and use it or talk. You can also drag on the left side to walk. With a mouse, click the same way.
  • No time pressure you can’t control: the clock stops whenever a panel is open, and nothing is lost if a day ends early: you simply wake up at home.
  • Screen readers: every panel has a heading and named buttons, what you pick up, buy or give is read out, and so are the day, the weather and your energy when they change.
  • Sound: the speaker button turns everything on or off (the menu has a separate music switch), and the game remembers your choice.
  • No flashing: tools raise small puffs of soil, water and leaves; nothing flashes.

Playing Hit Your Dot

  • Marching is steering: you walk your line to your dot, and your steps, your instrument and the color guard’s spins and tosses keep time by themselves. Steer with the arrow keys or W, A, S and D, a game controller’s stick or pad, or the Steer stick in the bottom corner of a touch screen. Your speed is automatic: you only choose the direction, and you catch up by yourself when you’re behind your spot and wait when you’re ahead of it. Gold arrows along your line show which way to go. P pauses. In the stands, Space, J, K or F, or a tap, plays the tune the drum major calls.
  • Feedback you can see: one steady line says whether you’re in line with the band, behind your spot or off your line, a cyan mark shows your spot, and the arrows along your line turn where it turns.
  • Getting ready in the morning: on each morning with somewhere to be, you walk around the house with the same controls and stand in a ring to do each thing; the list of things to do is on screen, what’s different that morning is read out as you get up, and each thing is read out when it’s done. To look for something lost, stand still by a question mark. Petting the cat is standing still beside her. After the first morning, “Rush out the door” on the morning’s card skips the house (you leave on time, without breakfast).
  • Every other screen (each step of a new season, tonight’s plan, conversations, the bus, results) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Assist: in Options, “Steering help” makes any direction roughly toward your line follow it. With it on you can still reach every score, friend and ending.
  • Plenty of time to read: conversations wait for you, and tonight’s plan shows what your bedtime will mean for tomorrow before you choose.
  • Screen readers: every card and conversation has a heading and named buttons; each line of a conversation, the set you’re marching, each dot check and the results are read out.
  • Sound: the Sound button on every screen turns it on or off, and the game remembers your choice.
  • No flashing: nothing flashes; with Reduce Motion on, the cameras stop drifting.

Playing Liner Notes

  • The clock: each question has 20 seconds (25 from #10, 30 from #5) to lock in an answer. More time, on the introduction and in the pause menu, doubles every clock. The clock waits while a help is on its way, stops in the pause menu (Escape or P), and “10 seconds left” and “5 seconds left” are read out. Each answer then waits until you press Next.
  • Keyboard: press 1 to 4 (or A to D) to pick an answer, then Enter to lock it in; picking moves focus to Lock it in, so you can change your mind first. The helps (Scratch two, Crowd vote, Flip side) and Take a bow are buttons; Take a bow asks once more before it ends the show. You can also Tab to any button.
  • Right and wrong are never colour alone: a tick or a cross and words say which, the right answer is written out, and answers taken off by Scratch two are struck through and named as scratched off.
  • Screen readers: each screen takes focus when it opens; each question with its song and artist, its place on the chart and what it’s worth, its four answers, the crowd’s vote, whether you were right, what you keep and the liner note are read out.
  • Sound: the Sound button on every screen (or M) turns it on or off, and the game remembers your choice.
  • If the connection drops: the questions come from our server, so the game says in words when it can’t reach it (read out too), keeps your answer and your place, and puts focus on Try again.
  • No flashing: lights light up and fade, never flicker; with Reduce Motion on the camera cuts instead of gliding and there’s no confetti.

Playing Cake Drop

  • Keyboard: the arrow keys (or A and D) move the treat you hold, Space, Enter or the down arrow drops it, S swaps it with the next one, B uses a Shake, P or Escape pauses and M turns the sound on or off. In the 3D jar round the up and down arrows (or W and S) move it nearer or farther too. Every screen (the title, pause, Stage Select, Level Complete and its bonus rounds, Game Over, achievements and stats) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Mouse and touch: move the mouse to aim and click to drop; on a touch screen, touch the case to aim, drag to adjust and let go to drop. Swap and Shake are buttons beside the case.
  • No clock to beat: the levels aren’t timed, and nothing drops until you drop it. Four bonus rounds (Golden Hour, Blitz, Mystery Bag and Reverse) run for 30 or 22 seconds, and in Blitz treats drop by themselves; they’re optional extras after a level, and the 3D jar and Puzzle rounds have no clock. P pauses any round.
  • Screen readers: every screen has a heading and named buttons; the level and its target, each new big treat you make, the case getting too full, a bomb going off, achievements, Level Complete and Game Over are read out. The score and the level’s progress are on screen as text.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the game remembers your choice.
  • No flashing: building the Master Pastry brings one soft glow, never more than one, and none with Reduce Motion on; with Reduce Motion the camera doesn’t shake either. When the case is too full its edges glow red, slowly.

Playing Palabras

  • Keyboard: type the letters of a word and press Enter to check it. Backspace takes the last letter back, Escape clears the word (or, with none, opens the menu), Space shuffles the wheel and the question mark asks for a hint. Accented letters can be typed with or without the accent, and the semicolon types ñ on a keyboard without one. The wheel’s letters are buttons too. Every screen (the title, the menu, the puzzle picker, the break between puzzles and the end of the unit) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Mouse and touch: swipe across the letters to spell a word, or click or tap them one at a time and press the tick. Tap a clue to point the next hint at that word. Every button is at least 44 pixels across.
  • No clock: nothing is timed. You hold three hints, and a used one comes back after 30 seconds of play.
  • Screen readers: the clues are a list that gives, for each word, its number and direction, how many letters it has, any letters a hint has shown, and its meaning. Each word you find (with its meaning), a word that isn’t in the puzzle, each hint, each shuffle and the end of a puzzle are read out. The Spanish is marked as Spanish, so a screen reader can read it in a Spanish voice.
  • Sound: the speaker button on every screen turns it on or off, and the game remembers your choice.
  • No flashing: a word you find flies into the grid and the confetti at the end only falls. With Reduce Motion on, the letters don’t fly, there’s no confetti and the table’s light changes at once.

Playing Pares

  • Keyboard: the arrow keys move between the free tiles, and Enter or Space takes one. H shows a hint, U (or Z or Backspace) undoes, S shuffles, Escape or P opens the menu and M turns the sound on or off. Every screen (the title, the menu, a board cleared and the end of the unit) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Mouse and touch: click or tap a tile, then its partner. Undo, Hint and Shuffle are buttons beside the board, and every control is at least 44 pixels across.
  • No clock: nothing is timed. A wrong pair only counts against the board’s stars.
  • Screen readers: every tile is a button named by its word, its side and whether it’s free (“hola, Spanish tile, free”), with each word read in its own language. A tile picked, a pair matched (with its meaning), a pair that doesn’t match, a blocked tile, a hint, an undo, a shuffle and a board cleared are read out.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the game remembers your choice.
  • No flashing: a match flies the two tiles together and they pop in a burst of colour, once. With Reduce Motion on, the tiles simply fade.

Playing Mots

  • Keyboard: type the letters of a word and press Enter to check it. Backspace takes the last letter back, Escape clears the word (or, with none, opens the menu), Space shuffles the wheel and the question mark asks for a hint. Accented letters can be typed with or without the accent (é or e, ç or c), and an œ key types o and e. The wheel’s letters are buttons too. Every screen (the title, the menu, the puzzle picker, the break between puzzles and the end of the unit) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Mouse and touch: swipe across the letters to spell a word, or click or tap them one at a time and press the tick. Tap a clue’s number, or a word’s squares, to put that word on the clue card (the next hint goes to it). Every button is at least 44 pixels across.
  • No clock: nothing is timed. You hold three hints, and a used one comes back after 30 seconds of play.
  • Screen readers: each clue’s button gives the word’s number and direction, how many letters it has, any letters already shown and its meaning. Each word you find (with its meaning), each hint, each shuffle and the end of a puzzle are read out. The French is marked as French, so a screen reader can read it in a French voice.
  • Sound: the speaker button on every screen turns it on or off, and the game remembers your choice.
  • No flashing: a word you find flies into the grid and the confetti only falls. With Reduce Motion on, the letters don’t fly, there’s no confetti and the table’s light changes at once.

Playing Paires

  • Keyboard: the arrow keys move between the free tiles, and Enter or Space takes one. H shows a hint, U (or Z or Backspace) undoes, S shuffles, Escape or P opens the menu and M turns the sound on or off. Every screen (the title, the menu, a board cleared and the end of the unit) works with Tab and Enter or Space, and each one takes focus when it opens.
  • Mouse and touch: click or tap a tile, then its partner. Undo, Hint and Shuffle are buttons beside the board, and every control is at least 44 pixels across.
  • No clock: nothing is timed. A wrong pair only counts against the board’s stars.
  • Screen readers: every tile is a button named by its word, its side and whether it’s free (“bonjour, French tile, free”), with each word read in its own language. A tile picked, a pair matched (with its meaning), a pair that doesn’t match, a blocked tile, a hint, an undo, a shuffle and a board cleared are read out.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the game remembers your choice. There is no music.
  • No flashing: a match flies the two tiles together and they pop in a burst of colour, once. With Reduce Motion on, the tiles simply fade.

Playing A Day in Mexico City

  • Keyboard: Enter or Space carries the story on, the number keys pick a reply, and Backspace takes back a word you’ve placed; on a computer you can also type a missing word (accents and capitals are optional). B opens the phrasebook, P or Escape pauses and M turns the sound on or off. Every screen (the title, the episode’s card, pause, the phrasebook and the end) works with Tab and Enter or Space, and each one takes focus when it opens; focus moves to each question you’re asked.
  • Mouse and touch: click or tap to carry on, and tap your reply. Every control is at least 44 pixels across.
  • Everything is in the text: the 3D scene shows nothing that isn’t also in the dialogue box. Each line (with its meaning), each question, your reply and any correction are read out, and the Spanish is marked as Spanish.
  • No clock: nothing is timed, and a wrong reply just gets a kind correction and another try.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the game remembers your choice.
  • No flashing: nothing flashes. With Reduce Motion on, the text appears at once instead of being typed out, places change with a cut instead of a short fade, and the camera, the scene and the characters hold still.

Playing A Day in Paris

  • Keyboard: Enter or Space carries the story on, the number keys pick a reply, and Backspace takes back a word you’ve placed; on a computer you can also type a missing word (accents and capitals are optional, and the typing box takes focus, so typing never sets off the game’s keys). B opens the phrasebook, P or Escape pauses and M turns the sound on or off. Every screen (the title, the episode’s card, pause, the phrasebook and the end) works with Tab and Enter or Space, and each one takes focus when it opens; focus moves to each question you’re asked.
  • Mouse and touch: click or tap to carry on, and tap your reply. Every control is at least 44 pixels across.
  • Everything is in the text: the 3D scene shows nothing that isn’t also in the dialogue box. Each line (with its meaning), each question, your reply and any correction are read out, and the French is marked as French.
  • No clock: nothing is timed, and a wrong reply just gets a kind correction and another try.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the game remembers your choice. The game has no music.
  • No flashing: nothing flashes. With Reduce Motion on, the text appears at once instead of being typed out, places change with a cut instead of a short fade, and the camera, the scene and the characters hold still.

Playing Copperlight

  • Keyboard: every menu is real buttons; the arrow keys move between them (the gold highlight with the gear is where you are), Enter or Space chooses and Escape goes back or opens the menu. In the town and the wilds, WASD or the arrow keys walk, and Enter, Space or E talks to someone or opens a shop counter. In a battle, A turns Auto on or off and X the double speed.
  • Mouse and touch: click or tap where you want to walk, or on a person or a counter; the button over whatever is in reach does the same. Every control is at least 44 pixels across.
  • The map: N (or the map button in the corner) opens the map; choose a shop, a person or a way out on it and you walk there.
  • No clock: battles are turn by turn and nothing is timed. Every action and what it did is read out (damage, healing, statuses by name, who’s knocked out), and statuses are shown as words as well as colours.
  • Stats in words: when you try on a weapon or a mod, each change is shown with a + or − and read out as “up” or “down”, never by colour alone. Clothes teach perks, which are named in words.
  • Sound: the speaker button on every screen (or M) turns it on or off, and the menu’s settings set the sound volume.
  • No flashing: nothing flashes more than once a second. With Reduce Motion on (your device’s setting or the game’s own), the camera cuts instead of moving, the swirl into a battle is a fade and the effects calm down.

What doesn’t work yet

  • The races and dogfights need sight and quick reactions. They are moving 3D scenes, so they can’t be played with a screen reader. Everything around them (menus, settings and results) can.
  • Working the field in Larkspur Farm needs sight. The farm and the village are a 3D scene. The map’s buttons and the Go button will walk you to any place or person, and the prompt names what’s in front of you, but picking out a particular weed or crop is by looking.
  • The Gilded Needle’s sewing and cutting need sight unless you use sewing assist and Auto-pack, and its fabrics, jewellery and 3D rooms are described in words but best seen.
  • Getting ready in Hit Your Dot is against the clock. That is the point of it (the longer you take, the later you leave). Being late costs a little of the band’s respect and some mood, and it’s remembered at the banquet, but you march and play on as usual.
  • Liner Notes’ questions are against the clock. The clock is part of the game: without it, any answer could simply be looked up. More time doubles every clock, the clock waits while a help is on its way and stops in the pause menu, and the time left is read out at 10 and 5 seconds. Time spent in another tab or app counts, even with the pause menu open, or leaving the page would stop the clock.
  • Marching in Hit Your Dot needs sight. The way to go is shown, not spoken (each set’s name and every dot check are read out). “Steering help” makes it a lot easier, and the conversations, planning and results don’t need it.
  • Cake Drop is played by sight. The desserts are in a 3D case, and where they land and what touches what is seen, not spoken (each new big treat, the case filling up and a bomb going off are read out).
  • Meeting monsters in Copperlight’s wilds needs sight. They roam the map, and you start a battle by walking into them. The map (N) walks you to any way out, and everything in the menus and battles is read out; the 3D characters and the battle are described by the menus and the battle’s messages.
  • Palabras, Pares and A Day in Mexico City are in English around the Spanish, and Mots, Paires and A Day in Paris around the French. Their meanings, clues and grammar notes, buttons and messages, and A Day in Mexico City’s narration, are in English.
  • Palabras’ and Mots’ crossword grids are drawn for the eyes. A screen reader skips it: the clue list carries the same information (each word’s length, any letters shown and its meaning), and each word you find is read out.
  • The Spanish games don’t speak the Spanish. There are no recordings; a screen reader reads the Spanish in its own Spanish voice.
  • Steering and flying on a touch screen are by dragging. If dragging is hard for you, a keyboard or a game controller connected to your phone or tablet works too.
  • A race or a dogfight plays behind the menus. It keeps moving while you choose. The rest of the menu animation stops after a few seconds.
  • The lightning item flashes the screen once. It’s a single soft flash, never more than once a second, and none at all with Reduce Motion on.

Tell us about a problem

If something on the site or in a game doesn’t work for you, please tell us through our contact form. It helps to say which page or game it was, what you were trying to do, and which device and browser you used. We read every message and will get back to you.

We don’t use accessibility overlay widgets. When we find a problem, we fix it in the site itself.