Accessibility
Last updated 10 November 2026.
We want Mitsy Games to be easy to use for as many people as possible. We aim to meet the Web Content Accessibility Guidelines (WCAG) 2.2 at level AA. We have not had the site audited by an outside specialist, so please read this as an honest account of our own checks, not a certificate.
What we have done
- Keyboard. Every page and every game can be used without a mouse. Focus is always visible, and Play and Pause pass focus to each other so you do not lose your place.
- Touch targets. Buttons and board squares are at least 44 pixels across wherever the layout allows (see the limits below for the exceptions).
- Colour is rarely the only clue. Where a game uses colour to mean something it usually adds a mark, a shape or a text label too: the tiles in Daily Word carry a mark, the flowers in Blossom Swap differ in petal count, and the jars in Honey Jar Sort carry a symbol. One exception is listed below.
- Motion and sound. If your device asks for reduced motion, animations and confetti are switched off. Every game with sound has a mute button, and nothing flashes quickly.
- No time pressure. There are no countdown timers and no lives to lose. Some games limit the number of moves, and running out is a gentle try-again, never a penalty. The four arcade games can be paused at any time, and they pause by themselves when you switch to another tab.
- Screen readers. Squares, cards and tiles you can pick are real buttons with spoken labels, and the games announce what is happening (a move, a match, progress, the result) through a quiet status message. The game pictures on the home page and game pages have text descriptions.
- High contrast. Text is designed to meet a 4.5 to 1 contrast ratio and was checked with an automated tool; a few pieces of text that sit over pictures or soft gradients are still being checked by eye. In high contrast and forced colour modes (such as Windows High Contrast) the boards keep their own colours so they stay visible, and the rest of the page follows your colours.
- Small screens. Every page and game is tested at a phone width of 360 pixels with no sideways scrolling.
- No accounts, no sign-up, no pop-ups between you and a game.
Known limits
- Arcade games and screen readers. Acorn Catch, Caterpillar, Starlight Patrol and Tumbling Tiles are drawn on a canvas that moves in real time. They work with the arrow keys or the on-screen buttons, and they announce the start, progress and results, but the moving picture itself is not described moment by moment. People who cannot see the screen will find these four games hard to play. The other seventeen are turn-based and are the better choice.
- Small targets. The squares in the large Safe Garden, the classic pond in Peg Hop and the fanned cards in Cosy Patience can be a little under 44 pixels on a narrow phone. Turning a phone sideways, or choosing a smaller board, helps.
- Hand-tested with assistive technology. We have checked the site with the keyboard, an automated browser test suite and the browser's own high contrast emulation. We have not yet tested it by hand with a screen reader on a phone or on Windows, so there may be problems we have not found.
- Colour only. In Four in a Row the two players' discs are told apart by colour (gold and red) and position, with no pattern or mark on them. Each column button says how many discs it holds, but not their colours.
- Dragging. Where a game can be dragged (the basket in Acorn Catch and the ship in Starlight Patrol), the arrow keys and on-screen buttons do the same job.
Tell us if something gets in your way
If a game or page is hard to use, or you cannot find something you need, please tell us at hello@mitsygames.com. Say which game or page, what you were using (device, browser, and any assistive technology), and what happened. We read every message, and we will fix what we can and say so on this page.