Touch and keyboard
Learning rounds work by touch or keyboard — answers are buttons, and typing games use the device's own keyboard. Tracing rounds offer a “Buttons instead” option. The open Drawing Studio and Sticker Scenes are free-drawing canvases and currently need a finger, stylus or mouse; keyboard drawing is not built yet.
- Tracing accepts a finger, a stylus or a mouse. Wobbly lines are welcome — the game looks for a big, steady shape, not a perfect one — and every tracing activity offers a “Buttons instead” option so a child who does not want to draw can still play the same round.
- Vibration (a tiny buzz on a right answer and at celebrations) is optional and is only ever a copy of something already shown on screen — it never carries information on its own.
- A choice that has already been tried is marked with the word “tried”, not by colour alone.
Sound is never required
Spoken guidance uses the device's own built-in, offline voice and can be turned off. Nothing in the game depends on hearing it.
- A Captions switch shows every spoken word as text.
- On a device with no voice available, captions appear automatically.
- Every question has a 🔊 replay button to hear it again.
- Music, Sound effects, Spoken guidance and the characters' chirps each have their own switch.
- A maximum-volume slider sets a ceiling that no sound in the game can exceed.
Less motion
- Reduced motion — Follow device setting, On or Off — calms the animations while keeping the characters' personality.
- Reduced effects hides floating particles and glow, for focus or for slower devices. When it is on, vibration is off as well.
Seeing the game
- High contrast mode strengthens edges and text against their backgrounds and fades the scenery behind the game.
- Text size — Normal, Large or Extra large.
- Theme — Day, Night, or Follow device.
Where the settings live
All of the switches above are in the Grown-ups area, under Experience (theme, reduced motion, reduced effects, vibration, high contrast, text size) and Sound (music, sound effects, spoken guidance, chirps, captions, maximum volume). Changes apply immediately. Settings are stored in this browser, on this device. They are not sent to Switik.
What this statement is, and is not
KidMantis is designed with recognised accessibility principles in mind: large touch targets, text for every sound, control over motion, contrast and text size, and written plus spoken instructions in every learning round. Some activities still depend on sight to answer — counting what is on screen, and telling capital letters or end punctuation apart — and we are building equivalent versions that do not. This page is a plain description of what the game does; it is not a formal conformance claim against any accessibility standard. Every sentence on it describes a feature that is in the game today.
Tell us what gets in the way
If something in KidMantis is hard to see, hear, reach or use, tell Switik via contact.switik.com. Accessibility problems are treated as defects.