Accessibility in TUG Co.
A puzzle game should be hard because the puzzle is hard, not because the game is. These are the settings and choices that keep TUG Co. comfortable to play.
Text up to 200%
TUG Co. has its own text size dial that goes up to 200 percent, separate from the puzzle board, so bigger text never squeezes the game. A second UI scale dial (90 to 150 percent) grows buttons and spacing as a whole. On first launch the game reads your device's text preference as its starting point.
No time pressure, ever
There are no timers, no countdowns during play, and no fail states. A puzzle waits as long as you need. Undo and Restart are always one tap away, and trying a move to see what happens is free: hold a row, watch what it does, and pull it back at no cost.
Never color alone
The game's central idea is that rows move with or against each other, and that difference is always told at least three ways: in words ("moves with" / "moves against"), by symbol (= and ⇄), and by position on screen. Color is a fourth, redundant layer. A player who cannot tell the two hues apart loses nothing.
Reduce Motion that keeps the meaning
The Reduce Motion setting cuts decorative animation: celebrations calm down, ambient characters hold still, and transitions become instant. The cues that carry information stay, so the game explains itself just as well with less movement.
Readable by default
A choice of four bundled typefaces, a designed dark mode (not an inverted one), and a warm, low-glare palette in both modes. Menus announce screen changes to screen readers and keep keyboard and controller focus where it belongs.
One-hand, one-finger play
Everything in the game is done with simple taps and drags. No gesture needs two hands, precise timing, or speed. On desktop, the whole game also plays from the keyboard, and menus work with a controller.
Common questions
Is TUG Co. good for older players?
We think so, and it is by design rather than accident: large adjustable text, big touch targets, no time pressure, no fail states, and puzzles that reward thinking over reflexes. Nothing in the game punishes playing slowly.
Can I play with the sound off?
Yes. Sound adds texture but carries no required information. Music, sound effects, and haptics each have their own toggle.
Does the game work with a screen reader?
Menus and screens announce themselves and manage focus properly. The puzzle board itself is visual, so full non-visual play is not currently supported. If that matters to you, tell us; it genuinely shapes what we build next.
Is there anything flashing or strobing?
No. The game has no flashing content, and its animations are soft, brief physical eases. With Reduce Motion on, most of them become instant state changes.