Compliance

What this site does and does not do

Written to be checkable. Where something has not been formally tested, it says so instead of claiming a standard.

Last reviewed:

Data

Personal data collected
None. There is no account system, no analytics, no tracking pixels and no third-party scripts.
What is stored on your device
Game progress (coins, owned airframes, liveries, colourways and effects, upgrade levels, ladder position, chosen arena) and your preferences, in your browser's local storage. A single cookie remembers your language choice.
What leaves your device
Nothing from gameplay. Pages and fonts are downloaded from the host when you load the site; fonts are served from the same origin, not from a third party.
Deleting your data
Use "Reset progress" in the shop, or clear site data in your browser. Since nothing is stored on a server, that is a complete deletion.
Children
The game has no chat, no user-generated content, no purchases and no data collection, so there is nothing collected from any visitor regardless of age.

Money

Real-money purchases
None. There is no store, no currency pack, no subscription and no payment processing anywhere in this project.
In-game coins
Earned by playing only. They cannot be bought and have no value outside the game. Arenas are not purchasable at all — they unlock by win count.
Challenges
A second way to earn coins, paid once each. They are checked against what the simulation recorded — yanks used, seconds of line contact, peak line load — so one cannot be claimed without having been done. Nothing about them is time-limited: an unfinished one comes round again and being away costs nothing.
Loot boxes or randomised rewards
None. Every price is fixed and every item is bought directly. Challenges pay a fixed amount each, and the three on offer are drawn from the calendar date rather than per player — everyone playing on the same day sees the same three, and none of them expire.
Advertising
None.

Fairness

Cosmetics
Colourways, sail liveries and trail effects do not touch the simulation. None of them can change a match result — only airframes and upgrades affect how a kite flies, and both state their numbers before you buy.
How the AI is made harder
Only through human-shaped limits — reaction time, aim precision, stamina discipline and mistake rate — plus the gear it flies, which you can also buy. It reads the same state you can see.
Who the AI goes after
In a free-for-all every opponent picks its own target, weighted toward you and toward whichever line is nearest. That weighting is a balance decision, not a hidden advantage: with purely nearest-target selection a player who gave no input at all could win by letting the opponents cut each other.
Upgrades
Each one multiplies a value the physics model already uses, and the multiplier is shown before you buy.

Accessibility

The target is WCAG 2.2 level AA. This has not been independently audited, so the list below separates what is implemented from what is known to fall short.

Implemented

  • Keyboard operation throughout, including the whole match — no pointer is required to play.
  • Visible focus indicators on every interactive element, never removed.
  • A skip link to the main content on every page.
  • Semantic landmarks and headings in document order.
  • Live match readings duplicated as text next to the arena, so the canvas is not the only source of that information.
  • prefers-reduced-motion respected: page transitions, decorative animation and match particles all stop.
  • prefers-contrast: more strengthens borders and secondary text.
  • forced-colors support: decorative layers are dropped so system colours win.
  • Text and spacing sized in rem, so browser font-size settings scale the whole interface.
  • Touch targets of at least 44 px on the controls.
  • Sound is optional and can be switched off, and no information is conveyed by sound alone — every audio cue has a visible counterpart in the HUD or the round banner.
  • A lost line costs one life rather than the match, so a single mistimed input or an unlucky gust never ends a duel outright.

Known gaps

  • The arena itself is a canvas. It has a text alternative and text read-outs, but a fast duel is not a good experience with a screen reader.
  • The game requires reacting inside roughly a second, and there is currently no slow-motion or extended-time mode.
  • Colour is used alongside labels to distinguish the two fighters; the pairing has not been verified for every form of colour vision deficiency.
  • No formal audit or assistive-technology test matrix has been run. Reports of problems are genuinely useful.

Content

Cultural material
Kite shapes and terminology are interpretations of Indonesian kite traditions for a game. No affiliation with, or endorsement by, any club, festival or organisation is claimed.
Real-world safety
Abrasive kite line is dangerous in reality. The how-to-play page says so directly rather than treating it as a game mechanic only.
Artwork
All kite artwork is generated in code from the geometry in this repository, and every sound is synthesized in the browser from oscillators and noise. No third-party images or audio files are used, and none are downloaded.

Report a problem

If any statement on this page is wrong, or you hit an accessibility barrier, email maulanayusupp@gmail.com and it will be corrected here.

Contact