MyVoice
About

An adventure game you can play with one switch.

Adventure games are usually closed to switch and eye-gaze players, because the genre runs on held keys, sticks and split-second timing. Meadowbrook is built the other way round: one press is one step, walking into something is how you use it, and nothing anywhere is on a timer. No villager leaves, no errand expires, and the game waits as long as it is left waiting.

The story runs over three chapters, and the village changes between them. Good Morning, Meadowbrook is the round of errands: say hello to everyone, pick five apples for Bo the baker, water Rosa's flower beds, find Mo's lost kitten Pip, and carry the picnic basket down to Nan by the pond. In Getting Ready for the Fair you take Wren the postie's invitations round, carry three planks out to the broken bridge and mend it — which opens the fair field on the far bank — then hang the bunting and set out the cakes. Lantern Night is played after dark: light all six lanterns along the road, then call at every door until the whole village is walking behind you in a parade.

The errands are the language targets this practice works on anyway — greeting, requesting, and coming back to report — and they get less literal as the chapters go on without ever needing a faster press.

Walk with the arrow buttons, the arrow keys, or WASD. Long steps makes one press walk further — it stops the moment anything interesting is next to you, which is what makes crossing the village realistic at a switch-scanning pace. A ring marks whatever you're being sent to, and an arrow at the edge of the screen points the way when it is somewhere else in the village. Progress saves itself on this device, chapter and all, so a half-finished errand is still there tomorrow — and any chapter you have reached can be replayed from the errand list.

Ask about AAC services

Loading

Setting up Meadowbrook…