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Astuce Jeux HQ
Accessibility

Accessibility

We aim for Level AA of the WCAG 2.2 guidelines, the benchmark commonly applied under the Americans with Disabilities Act (ADA) and Section 508. This page doesn't just announce it: it lists the keys for each game, one by one, and says what isn't right yet.

What applies to the whole site

  • A “Skip to main content” link appears on the first Tab press.
  • Every interactive element has a hover state and a visible focus outline, in green, that doesn't depend on the browser's default settings.
  • Text contrast on the cream paper meets the AA threshold; dark ink on cream exceeds 12:1.
  • If your system asks to reduce animations (prefers-reduced-motion), the slow breathing of the background stops, the success animation is neutralized, and all transitions drop to zero.
  • No information is carried by color alone: digits, chevrons, sums, cages, and heights read in black, and a conflicting cell is also underlined, not just tinted.
  • Each game has an aria-live status area that announces success, a broken rule, or a grid that is still incomplete.

What applies to all four grids

  • Each cell is a real button, reachable by keyboard and labeled by its row, its column, and its contents.
  • The arrow keys move the selection from cell to cell; the digits 1 through N (or 1 through 9 in Kakuro) enter a value; 0 or Backspace clears.
  • A number pad below the grid offers the same inputs by mouse and thumb, with a “Clear” button.
  • Given or pre-filled cells are announced as such and can't be changed.
  • The “Check” button announces whether the grid is complete and correct, or which rule still needs to be met.

Kakuro

  • Each black clue cell is labeled by its sums: “sum 3 to the right”, “sum 4 down”.
  • Pre-filled cells, in a wood tint, are announced as given and locked.
  • A repeated digit in a run underlines the offending cells and can be seen without distinguishing colors.

Futoshiki

  • The chevrons between cells are decorative on screen, but the rule “the point aims at the smaller number” is repeated on the page; each cell's label announces its position.
  • The 4 × 4 and 5 × 5 sizes keep comfortable cells even on a phone.

Skyscrapers

  • The border clues are separate cells, readable as digits around the grid.
  • The line-of-sight rule is illustrated and spelled out in full on the game page.

Calcudoku

  • Each cage is outlined with a thick line; its result and its operation are written in the corner of its anchor cell.
  • The operations are clear symbols (+, −, ×, ÷) paired with a written explanation.

Daily challenge

  • The Free play / Daily challenge toggle is a group of two ordinary buttons, reachable with Tab. Each announces its state with aria-pressed.
  • The challenge panel spells out the date, today's status, and the current streak in full.
  • The Copy my result button copies a text that never contains the solved grid, only your time; an aria-live area confirms the copy.
  • On the home page, each daily challenge game carries a label that says whether it has been completed and in what time.

Known limits

The Futoshiki chevrons sit in the spaces between cells and are marked aria-hidden: a screen reader doesn't read them one by one. The rule they encode is simple and repeated on the page, but solving entirely by screen reader means keeping the inequalities in mind rather than browsing through them.

On the 7 × 7 Kakuro grid shown on a 390-pixel-wide phone, a cell measures about twenty pixels on a side. The 4 × 4 and 5 × 5 grids of the other games are more comfortable; we'd rather say so than hide it.

Report a problem

If any part of the site blocks you, email [email protected] and tell us your browser and your assistive technology. Accessibility problems go to the front of the line.

Last updated: August 26, 2026.

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