Falling Angry Ball is designed with accessibility as a consideration from the start. Simple one-tap controls, configurable feedback, and clear visuals ensure the game is enjoyable for everyone, regardless of ability.
Accessibility features
VoiceOver
Game elements have descriptive labels so you can navigate menus and settings using VoiceOver.
Sound Toggle
All game sounds can be disabled in the settings. Play in complete silence whenever you prefer.
Haptic Toggle
Vibrations can be disabled in the settings. Full control over tactile feedback.
High Contrast
Bold colors and clear visual elements that meet WCAG AA contrast standards for readability.
Reduce Motion
Respects the system reduced motion setting. Decorative animations are minimized or removed.
Simple Controls
One-tap gameplay with no complex gestures. Anyone can pick up and play immediately.
How it works in Falling Angry Ball
VoiceOver navigation
Menu buttons, settings cards, and skin names all have descriptive accessibility labels. Decorative icons are hidden from VoiceOver to avoid clutter, ensuring a clean navigation experience through the game's interface.
Sound settings
Toggle sound on or off in the Settings screen. Sound effects are individually controlled, so you can play in silence without affecting other feedback. The setting persists between sessions.
Haptic feedback
Toggle vibration on or off in the Settings screen. Haptic feedback is used for jumps and game over events. When disabled, no vibrations occur, giving you full control over tactile output.
Color and contrast
Bright backgrounds and dark UI elements ensure clear visibility at all times. The score display is always readable against the game background. All color combinations meet WCAG AA contrast requirements.
Reduced motion
When "Reduce Motion" is enabled in iOS Settings, decorative particles and trail effects respect the system setting. The core gameplay remains unchanged, but visual embellishments are reduced for a comfortable experience.
One-tap accessibility
The entire game is played with single taps. No swipes, no complex gestures, no multi-touch required. This makes the game accessible to players with limited dexterity or motor control.
Our commitment
Accessibility is built into the game from day one. Simple one-tap controls mean everyone can play. Sound and haptic feedback can be individually toggled. If you encounter any accessibility issue, we want to hear about it.