Accessibility of Club Soko

Accessibility of Club Soko

Preamble

Hey all, we’re back with another blog post sharing some brief insight on what you can expect in terms of accessibility options in Club Soko! As before, this builds upon some of our existing learnings from our last game Tong, if you’re curious what settings were featured you can read about that project here and maybe buy a copy if you’re keen to help some indies out! 

To date, Club Soko has been in development for over a year now. Since then, our tiny team of mainly 3 people: Thomas Andrews; Jake Denton and myself Brad Smith have been chipping away on the game trying to make a meaningful contribution to the Sokoban subgenre!

Another Game Jam Game

The original prototype was made in around 5 days for the CrazyGames Web Jam under the theme ‘Everything Is A Remix’ back in November 2024. It was originally designed to utilise our custom tooling in Unity and explore grid-based movement with a player character. Around this time I also only just started learning Procreate as I finally picked up an iPad after thinking about it for many years. I’m so glad I did! This jam was basically the one responsible for me figuring out a Procreate workflow that I still use to this day. That week of the jam I remember being unable to contribute much during the first few days as I was helping move my younger sister out of her flat. There was a lot going on around that time and a good chunk of the art for the prototype was drawn on an iPad crowded in the passenger seat of a white transit van – good times!

While our team didn’t take home the prize money or invited on the platform for Club Soko we were awarded a certificate for participation. Later on throughout the years CrazyGames approved some of our older games onto the platform. I have fond memories of 2024 and specifically that jam as this was the year we hired our first programmer Jake Denton. Around that time we hadn’t been working together for too long and I believe this was our first game jam as a team together which was a lot of fun! Both those guys are great to work with and open to creative weirdness and experimentation.

Anyway… as we’re getting nearer to the launch of Club Soko, we’re exited to start sharing more of the features that you’ll find in the game! We’re chuffed to be having another game under our belt that builds upon the Miracle Tea catalogue.

Accessibility Information

With all that out of the way, we’re going to talk a little bit about some of the accessibility options that are currently featured in Club Soko. Similarly to Tong, we’re doing this purely to be able to link to this post within the Accessibility URL for our iOS Launch in that oh so sweet input field. Fingers crossed if this helps our chances in the Apple team featuring the game when we launch as a result!

Why We Include Accessibility in Our Games

Accessibility in games is cool because it helps ensure that more people can enjoy, play, and feel included in the experience regardless of their physical, sensory, or cognitive abilities. Games are for everyone, and small design choices like customisable visuals, readable text, or simple control tweaks can make a huge difference for players who might otherwise feel excluded.

We often have this in our minds when we’re in the nitty gritty creative process of designing our games and the development of Club Soko was no different!

Camera Shake Toggle

In settings under accessibility tab, there’s an option to toggle off ‘Cam Shake’. This exists to reduce discomfort for players who may be sensitive to motion, and to create a more comfortable gameplay experience overall. Hopefully this can minimise visual disturbance during gameplay while still preserving the intended feel of the game.
 
I believe we pushed for this feature after a brief discussion with a friend and fellow dev/streamer Calamity Nolan about how he favors this as an option. I think especially in a genre where players are thinking, deducing or reverse engineering solutions in their mind, having the option to toggle off cam shake to dial down the juice is the right choice. Maybe it’s not even really needed? There’s a school of thought that teaches games designers to push for ‘game feel’ and to ‘juice’ things as much as possible for impact but maybe a discussion about this is a blog post for another day!

Haptic Vibration Toggle

To reduce sensory discomfort and provide a more comfortable Club Soko experience, players are also able to toggle haptic vibration on or off via the settings. We added this to allows players to minimise unwanted physical feedback during gameplay. This functions both on mobile devices and for controllers across all supported platforms.

Sufficient Contrast – Visual Clarity

Club Soko is designed with high visual contrast in mind to ensure that all players including those with low vision or light sensitivity can comfortably read and interact with the game. We use pure white on textfields for all interactive UI elements like buttons, sliders, toggles etc. In game we use pure black outlines for interactive puzzle pieces to differentiate between foreground and background. Those pieces and characters feature vibrant colours to maintain clarity against both dark and desaturated nightclub backgrounds. Whether you’re playing in a well-lit room or a dim environment, the interface and interactive elements remain sharp, readable, and easy to follow.

Chill Music Mode

To create a more relaxed and comfortable gameplay experience, players can enable a ‘Chill Music’ mode via the settings menu. This option tones down the intensity of the game’s soundtrack, making it more suitable for players who prefer a calmer audio environment or are sensitive to more stimulating music. We explored similar features in Ruya and Alula back in the day which you can read about here!

Differentiate Without Color Alone

Textfields

All of the textfields in Club Soko are scaled to be large, legible and have strong contrast. Club Soko uses all caps for buttons and headers to reflect the bold graffiti tone of the game and improve quick readability. The typeface we use is a custom Club Soko Font made specially for this project. We wanted something both handmade but legible to support a spray can graffiti style. Most textfields in the game feature all caps for consistency throughout. We’ll continue to monitor feedback and are open to adjusting this for dyslexic or visually impaired players that have difficulty distinguishing by shape, since using all caps might cause issues tied to the removal of ascenders and descenders in certain areas of the game.

Emetophobia Toggle

To support players with emetophobia or sensitivity to depictions of vomit, players are able to toggle this content on or off via the settings menu. This allows players to avoid potentially distressing visuals while still enjoying the core Club Soko experience. All of the sprites depicting vom get replaced with water instead in addition to textfields referencing it! Shoutout to our Discord community playtesters for bringing this to our attention and making it a feature!

Potential Future Accessibility Features

Accessibility is an ongoing process for our tiny team, but we’d love to expand Club Soko feature set to support even more players! Some feature ideas we’d like to add post-launch might include:

  • Dyslexic Font – to improve readability and letter clarity for players with dyslexia or visual processing difficulties.
  • Font Size Adjustment – to support different reading comfort levels.
  • Grid Lines Toggle – for players that have a difficult time visualising the total size of a puzzle grid.
  • More Language Options – we have the localisation package integrated in Unity and hooked up to a Google Sheet API with some initial UI ready to go for this in the Settings scene. We hope to support more languages in the future!

Feedback

As a small team, we know we won’t get everything right out the gate but we hope this offers some light into what we think about when we design our games games.

If there’s something that would help you enjoy Club Soko more, we’d love to hear it. We’re very curious if people have any issues with flashing or any of the camera motion in the game. Please drop us a message in our Discord and we’ll see if we can get it in the game!

Thanks for reading,
– Miracle Tea

Miracle Tea logo, representing the independent game studio known for creating emotionally rich indie games like Ruya.

Accessibility of Tong

Accessibility of Tong

Welcome Return Preamble

Hey all, this is the first blog post in many years! A lot has happened with Miracle Tea and our team in that time which we’ll slowly get into so expect more blog posts from us in the future! For now, we’ll offer some context on this new project Tong and then discuss accessibility!

Tong was an experimental ~3 month indie game project made by a tiny team (2 people) and our first ever multiplayer game! We’re set for a multi platform launch on July 31st on the iOS AppStore, Android’s Google Play Store and on the Web via CrazyGames absolutely for free!

A Game Jam Game

Tong was made really fast! It was designed to be one of the simple games we could possible make purely to allow for focus and attention on learning and dipping our toe into making multiplayer games in Unity. We originally made it back in early May 2025 for the CrazyGames Multiplayer Web Jam under theme ‘Action’. While we didn’t take home the prize money we were later invited onto the platform from CrazyGames personally. Since then, we’ve been getting Tong shippable for a small and humble launch alongside our many game projects that we’ve been pursuing and pitching out this year. We’re excited about this as it’s been many years since Miracle Tea have had the capacity to commit to and launch new studio IP!

Accessibility Information

With all that out of the way, we’re going to talk a little bit about some of the accessibility options that are currently featured in Tong, purely to be able to link to it within the Accessibility URL for our iOS Launch in that oh so sweet input field.

Why We Include Accessibility in Our Games

Accessibility in games is cool because it helps ensure that more people can enjoy, play, and feel included in the experience—regardless of their physical, sensory, or cognitive abilities. Games are for everyone, and small design choices like customisable visuals, readable text, or simple control tweaks can make a huge difference for players who might otherwise feel excluded. We often have this in our minds when we’re in the nitty gritty creative process of designing our games.

Dark Interface – Customisable Background Colours

In attempt to prevent eye strain, improve readability across multiple lighting conditions/devices and to ultimately make the Tong experience more comfortable, players are able to manually change the background colour of the whole game to their liking via settings. We currently offer 4 different colour schemes to retain the playful tone of the game.

Differentiate Without Color Alone

Textfields

All of the textfields in Tong are scaled to be large, legible and have strong contrast. Tong uses all caps for buttons and headers to match the bold, cartoon-like tone of the game and improve quick readability. The typeface we use, Lilita One. Which we feel is quite legible in uppercase and suits the exaggerated style of the game. While all caps are also used in a few small areas of paragraph text, we’ve kept this to a minimum to avoid inconsistency in game. We’ll continue to monitor feedback and are open to adjusting this for dyslexic or visually impaired players that have difficulty distinguishing by shape, since using all caps in Lilita One removes ascenders and descenders.

Iconography

Alongside clear textfields, Tong uses bold, consistent iconography throughout the interface to ensure that players can navigate and understand the game without relying on colour alone. By pairing symbols with colours, rather than using colour as the only distinguishing feature – we help ensure that information remains  easy to interpret for everyone.

Sufficient Contrast – Visual Clarity

Tong is designed with high visual contrast in mind to ensure that all players including those with low vision or light sensitivity can comfortably read and interact with the game. We use bold black outlines, large text, and vibrant colours to maintain clarity against both dark and bright backgrounds. Whether you’re playing in a well-lit room or a dim environment, the interface remains sharp, readable, and easy to follow.

Screen Flashing During Scene Transitions

We’ve deliberately removed any flashing effects during scene transitions to help make the game more comfortable for players who are sensitive to visual stimuli. Transitions are now smooth and minimal to reduce the risk of discomfort or distraction, especially for those with photosensitivity.

Potential Future Accessibility Features

Accessibility is an ongoing process for our tiny team, but we’d love to expand Tong’s feature set to support even more players! Some feature ideas we’d like to add post-launch might include:

  • Camera Shake Toggle – for players who are sensitive to motion.
  • Vibration Toggle –  Allow players to disable haptic feedback for accessibility or battery-saving reasons.
  • Font Size Adjustment – to support different reading comfort levels.
  • Mid Game Settings – ability to be able to pause and access settings like colour modes, volume, or controls mid-match.
  • More Language Options – we have the localisation package integrated in Unity and hooked up to a Google Sheet API with some initial UI ready to go for this in the Settings scene. Depending on how launch goes our plan is to update to include some in game localisation.

Feedback

As a small team, we know we won’t get everything right out the gate but we hope this offers some light into what we think about when we design our games games.

If there’s something that would help you enjoy Tong more, we’d love to hear it. Drop us a message in our Discord!

Thanks for reading,
– Miracle Tea

Miracle Tea logo, representing the independent game studio known for creating emotionally rich indie games like Ruya.