PLAY YOUR WAY.
Bonkstorm is designed to begin without an account, download, tutorial gate, or multi-button control scheme. This page explains the input methods and comfort features currently available, plus the limits of a game whose central challenge depends on moving visual hazards.
TOUCH CONTROLS
Tap inside the arena to leap and reverse direction. The game listens directly for pointer input on the canvas so the response does not depend on a small on-screen button. The surrounding page remains scrollable outside active play, while the arena prevents accidental browser gestures from replacing a game input.
MOUSE AND KEYBOARD
Clicking the arena performs the same action as a touch. Space and Enter are the keyboard alternatives. These keys work during the ready screen, countdown, active run, and result flow so a player does not need to move repeatedly between keyboard and pointer.
PORTRAIT AND LANDSCAPE
The arena scales between a minimum logical play width and the available screen width. Portrait play naturally feels more vertical and spatially compressed, while landscape exposes a wider runway. Motion and hazard placement scale with the arena rather than using desktop pixels unchanged on a phone.
MOBILE PERFORMANCE
Bonkstorm caps rendering density more aggressively on mobile devices and prepares reusable background layers instead of rebuilding them every frame. The gameplay simulation remains separate from decorative density, so a phone can draw fewer particles without receiving a different sequence of hazards.
SOUND
The sound control mutes countdown, jump, warning, impact, near-miss, collision, and victory cues together. The preference is stored in the browser. Sound supplements the visual state; it is not the only way to identify a warning or result.
REDUCED MOTION
When the operating system requests reduced motion, the interface shortens or removes nonessential presentation animation. Core gameplay still contains movement because reading moving hazards is the challenge itself. Players who cannot comfortably track the arena's motion may find the current version unsuitable.
COLOR AND TEXT
Warnings use shape, placement, and motion in addition to color: falling threats use dashed impact markers and barrels use side arrows. Timer, stage, result, and control instructions are written as text. The canvas also has a descriptive accessible label, though the real-time action is primarily visual.
KNOWN LIMITS
The game does not currently provide a slow-motion mode, switch-scanning interface, screen-reader equivalent for live hazards, or remappable key menu. Publishing these limits is important: an accessibility page should describe the product that exists, not imply complete coverage.
REPORTING A BARRIER
Use Report an Issue in the game footer and choose Controls or Visuals. The report can include a short description plus limited game context such as screen size, phase, and elapsed time. It does not require a name or email address. The privacy page explains exactly what is stored.