According to the Dyslexia Association of India, “Dyslexia is a neurological condition that is characterised by difficulties that mainly affect the ability of a child to read, write and spell” . Even though there are multiple detection centres and correction facilities available, most cases go unnoticed, as they are expensive and unaffordable for people from lower economic classes, which leads to most children dropping out of schools in pursuit of manual labour after being deemed as ‘not so bright’. ‘Let’s find letters’ is an application under development designed by Poonam S. Wagle, a communication design student, and Sasupilli Madhuri, a computer science student currently pursuing a PhD on developing educational aids for children with dyslexia. Since the application is under progress, a heuristic evaluation of the same was needed. This paper presents a heuristic for evaluation of educational games for children with dyslexia in India in terms of usability, game experience and pedagogy. This has been achieved by a comprehensive study of existing heuristic evaluations for computer games, mobile games and educational games. This paper also explores some myths and assumptions researchers may have about dyslexia, as the pedagogy of this category of games depends on it.