About
Accessibility
A turn-based puzzle game lends itself well to accessibility: nothing in it depends on speed or reflexes. This page describes what Sokoban-Lettres offers today, and says honestly what is not yet good enough.
No time pressure
No level imposes a time limit. The timer on screen is only used to separate two players with the same number of moves on a leaderboard; it affects neither whether you complete a level nor the quality of the letter you earn. Everyone can think as long as they like before each push.
Two visual themes
The game offers two themes. Matcha, the default, is dark; Komorebi is light. You choose in the settings, and the choice applies from the next load with no flash of the other theme. The colours that signal a deadlock or a correctly placed box are defined separately for each theme.
Reduced motion
If your system asks for reduced animation, the game respects it: square animations — movement, hints, deadlocks, placement and victory — are switched off, along with interface and screen transitions. The level loading animation drops from one and a half seconds to half a second.
Playing entirely by keyboard
Every move can be made with the keyboard, using the arrow keys or WASD (ZQSD on a French keyboard). Interface buttons are standard buttons, reachable with the Tab key and activated with Enter or Space. The Escape key closes secondary windows. Full details are on the controls page.
Touch target sizes
Buttons in the action bar are at least 44 pixels wide and 48 high, and general buttons are 48 by 48, in line with common guidance for finger use. Grid squares adapt to the screen, between 34 and 48 pixels.
Screen readers
The grid is exposed as a grid, and each square announces the letter it contains. The move and life counters, the action buttons and the difficulty selector carry explicit labels, and hint messages are announced automatically.
What still needs work
- Grid squares only announce their letter, not their kind — wall, target, box — nor their position.
- Moves are not announced automatically after each step.
- The blocked-position window is not yet declared as a dialog to assistive technologies.
- The grid’s label is not yet translated into English and Ukrainian.
These points are known and tracked. Sokoban is largely played by looking at the grid; making the position of every element perceivable without seeing it takes real design work, which we would rather do properly than quickly.
Reporting a problem
If something in the game stops you from playing, write to us with your device, your browser and, if relevant, the assistive technology you use. Accessibility reports are handled first.