Nimble Axe

Accessibility

Last updated: 2026. General information, not legal advice.

Where we stand: we want Nimble Axe to be comfortable for as many people as possible, and we treat accessibility as work that's never quite finished rather than a box to tick.

Our aim

We build on semantic HTML, real buttons, clear focus outlines, readable contrast on the dark background, and spoken status updates, so people using assistive technology can follow each game.

Keyboard and input

For screen readers

Each game has a polite live region that reads out scores, turns, and results without yanking your focus around. Board squares and controls carry descriptive labels, and form fields pair with labels and spoken error messages.

Look and motion

The palette is a calm deep navy with brighter blue accents chosen for contrast, focus outlines are clearly visible, and a reduced-motion mode follows your system setting to quiet the animations.

Honest limitations

We have not put Nimble Axe through a formal audit, and there are places we already know fall short. Snake and Blocks move on a timer, so they reward quick input and cannot be played slowly. Checkers and Connect Four lean on colour to tell the two sides apart, though every square also carries a text label for screen readers. On a narrow phone the touch targets get tight. If something gets in your way, tell us and we will prioritise it.

Tell us about a barrier

If any part of Nimble Axe is hard to use, email [email protected] or use the Contact page. Describing the page, your device, and your browser helps us fix things faster.