Double Dutch Derby
Accessibility
Last updated: September 16, 2026
Double Dutch Derby is a two-thumb rhythm game: you tap in time with the rope to keep your jumper hopping. We want that to be playable whether or not you can hear the beat, see small text, tolerate flashing, or use both hands. This page lists what the Game does today, how to turn each option on, and how to tell us what is missing.
Where the settings live
Open Settings from the main menu, then tap Accessibility. Every option applies immediately and is remembered. On first launch the Game also reads your phone's Reduce Motion and text size settings and starts from those.
If you can't hear the beat
- Beat pulse: Always. The two thumb rings at the bottom corners brighten toward every beat and never fade, and a thin gold frame around the screen breathes with the rhythm. (By default the rings fade once you have found the rhythm.)
- Haptics: Every beat. The phone taps you on every rope beat, so the rhythm is something you feel. Cues only vibrates for your own taps, stumbles, level completions and the end of a run instead.
- Every judgment ("PERFECT!", "MISS", "WRONG FOOT") is shown as text as well as a sound, and hearts are always on screen.
- There is no speech or video in the Game, so there is nothing to caption.
If you find flashing or motion uncomfortable
- Screen flashes turns off the full-screen red flash on a stumble and the white flash when a run ends.
- Reduce motion stops the camera shake, the rings swelling on each beat, and the pop on judgment text. Colour and text cues stay.
- Nothing in the Game flashes more than three times a second, at any tempo.
If you play with one hand
- One-thumb mode. Tap anywhere on the screen and the Game hops whichever foot is due next. You earn the same alternating-feet bonus a two-thumb player earns; foot-pattern challenges, which need specific feet, are switched off.
- Thumb split moves the line between the left and right halves of the screen (30% to 70%), so a dominant thumb gets more room.
- The Game never needs you to hold a button, swipe, or press two things at once. Tapping is the only control.
If you need bigger or clearer text
- Text size offers 100%, 125% and 150%, or Auto to follow your phone's text-size setting.
- High contrast makes dim secondary text solid, darkens the pink buttons so white text stays readable, and outlines the score, hearts and judgment text over the court.
- Every button and control has a touch area of at least 44 points (iOS) / 48 dp (Android), even where the visible button is smaller.
If you use a screen reader
VoiceOver (iOS) and TalkBack (Android) can read and operate every menu, the how-to cards, Settings, Accessibility, the account, shop and leaderboard screens, the pause menu, and the level-complete and results cards. Buttons, toggles, sliders and text fields announce their role and value. A two-finger scrub (VoiceOver "escape") activates the visible Back or Cancel button.
The rhythm gameplay itself is not exposed to the screen reader: it depends on hearing or feeling the beat and tapping within a fraction of a second, which a screen reader cannot mediate. Practice (no hearts) on the Accessibility screen lets you learn the timing without losing the run.
Keyboard and controller
On iPad with a keyboard, or on Android with a controller or switch access, arrow keys / d-pad move between controls, Enter or A activates, and Escape / Back closes the current screen. A thick gold ring shows which control has focus.
Learning the Game
- The three how-to cards advance only when you tap, at your own pace, and can be reopened any time from the main menu.
- Practice (no hearts) plays the normal levels with no game-over, no coins, and the level card telling you your score.
- Difficulty adjusts quietly to how you are doing during a run.
Tell us what's missing
Accessibility feedback goes straight to the people who make the Game. Email privacy@makenzogames.com with "Accessibility" in the subject, and say which phone you use and which assistive technology, if any. We read every message and we reply.