Meadowbrook, an accessible village adventure
MyVoiceMyVoice Speech TherapyAboutAbout Meadowbrook
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 four 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.
And then Fair Day, which is the chapter the first three were about. Meadowbrook used to end on Lantern Night, and that was the wrong shape of ending: a child who had mended a bridge, hung four flags and laid out a plate of cakes for a fair never got the fair. So the last chapter is fair day itself, played almost entirely on the far bank — carry three crates over the mended bridge and set up the stalls, fill Bo's apple-bobbing barrel from the orchard, and then ring the bell in the middle of the field. The bell is the one thing in the whole village that says not yet, and it says exactly what is still missing rather than simply refusing.
The errands in the last chapter are deliberately the familiar verbs in a new place — carry a thing somewhere, pick five of a thing — because a child who learned carry on planks in chapter two should get to use that word, not be taught a new one for it. The Errands panel also carries the story so far, a couple of sentences of recap, because four chapters is enough that a child coming back next week has genuinely forgotten where the village had got to.
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.
The optional Co-play partner board suggests six context-aware core words during the story. It is a separate input lane: partner words never enter the learner's switch scan or eye-gaze dwell targets, so the learner keeps directing the character while the partner models one word and waits. It does not score language or infer ability.
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, and it is now remembered between sessions instead of switching itself back off. 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. It plays properly on a phone, too: the village draws fewer, larger tiles on a narrow screen, and taps register without the browser's double-tap delay. 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.