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Back for the discs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #197 | 2.765 | 2.765 |
Technical Implementation | #228 | 2.706 | 2.706 |
Theme/Limitation | #251 | 2.882 | 2.882 |
Overall | #267 | 2.576 | 2.576 |
Fun/Design | #292 | 2.529 | 2.529 |
Graphics/Animation | #366 | 2.000 | 2.000 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
Collecting: you have to collect the discs. Theme: you have to go to the place where they were, and back to the starting position for the last bit of audio to play. And in the narrative, you've moved to place and now you're going back to where you came from to retrieve the discs you left behind.
What was your team size?
Solo
You worked alone
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
We have credited all assets used in the game including our own name(s) or team name(s)
All original game code and original assets were made during the jam period
The game does not include NSFW or hateful content
The game works on the web or as a Windows 10 download
We have answered all submission questions honestly and completely
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Comments
I didn't need the sound effects, because I could see the platforms, but after I finished I spent a few minutes jumping off the edges of things. The "footstep" mechanic is really well done! You could do some kind of game that limited your vision, so the player would learn to listen carefully to the sounds. I like that it was different from other games in that way. Good Job!
I would have wanted the audio to give the player even more information, so blind people "seeing" with their ears would get roughly the same information as sighted people seeing with their eyes. Removing the visuals would have stopped deaf people from playing, and I do know more deaf people than blind people, and I think as many people as possible should find the game fun. Sighted people wanting to rely on sounds could close their eyes, just like hearing people wanting to rely on visuals could take off the headphones. But making options for people to adjust the visuals and audio was something I would probably had tried if I'd had more time.
Cool game but it definetly needs more planning and developing. You probably focused more on music than other parts of the game.
Feel free to check out my game, it will mean a lot to me
I spent a couple of hours on writing, recording and editing the music. I think that was the second-last day. But yeah, I really didn't have as much time as I wanted for art and level design. I tried to make a human main character, but didn't Finish modelling, let alone animating, it. I also wrote text in three languages and recorded it, then didn't have time to implement some of the stuff I explained in the audio, so I had to record new audio and only had time to do that in one language. The drum disc was meant to be a sound effect when finishing each level, but I only made one level, so I made it a collectible instead.
A very interesting idea, I think that with a little more time and planning it would be incredible, in fact it occurs to me that it could be something like docks, where you can fall to the water and using fog to force the player to listen
To take advantage of the change in sounds of the steps, they should be more noticeable, probably a higher range, perhaps, it occurs to me, to change the volume or tone according to the proximity of the character with the edges.
At the end all 3 musics sound togheter? It seems so, each instrument complementing the others as part of a single song.
Cool game, i'm sure you can polish it a lot.
I think the range where players can hear things should more or less match the range where they can see things. That way blind players (relying on audio) and deaf players (relying on visuals) can get roughly the same information. That's how I intended the game to work, but I ran out of time.
All three music sounds together? That's a nice idea, but the rhythms would have to match up, which they currently don't (the guitar track is in 9/4, and the recorder track is in 4/4... and the drum was meant to be a suond effect). I could change one of the tracks to fit the other, but I think if I make more levels, I can give each level three tracks that will play nice together. In fact, the guitar and recorder tracks were meant to represent different places the main character had lived in the past, and they're also inspired by music from different places where I've lived myself.
Thanks for the feedback!
I loved that is a accessible game idea.
With some adjustments it could really be a nice playable game.
The voice-over was a little high also
Do you mean the speech was making it hard to hear sound effects playing at the same time? That's something I'll probably change after the jam, especially for the instructions which last 16 seconds and definitely should be skippable. Or do you mean the pitch was high? I intended to have speech (and text) in three languages (Danish, Spanish and English), but didn't have time to record all the speech in all three, let alone find someone with a more normal voice who could speak all three. So I ended up using my own voice.
I mean the pitch, but is some thing that with a settings menu can be adjusted.
The concept is relay nice, its really hard to play anything without seeing but I was able to finish your game with my eyes closed, so well done.
Thanks, I was worried it was a bit too difficult because you have to be pretty close to an edge before you can hear where it is. If I simply increase the distance from which the floor affects the sound, floors you can only get to by jumping would start to be counted too, which would make you think you're further away from the edges than you are. After the jam, I'll try to figure a way to hear more of the floor, and to hear the places you can jump to.
Couldn't figure out how to close the credits scene. Cool concept with eyes closed. For jumping, I guess you could play a specific sound if the player gets close to an area where they should jump.
Yeah, I added the credits screen like an hour before the deadline, so I forgot to make it toggleable. If you trigger the credits screen before you collect the discs, you can get rid of it by collecting a disc, because any event that shows text removes whatever text was already there. And the lack of a sound for nearby platforms is something I couldn't get fixed in time, but I was aware of it. I think I'll try to fix the bugs after the jam.
Loved the idea, it was a fun challenge doing with my eyes closed! I liked the sound effects, and how you read out the instructions instead of just displaying test and it matches the game that you've made. Good job!
Great game! Love the challenge of doing it with my eyes closes.
Well, with eyes open not a problem. But wow it was hard with eyes closed. Even though i know the 'map'. Great job :)
This game is really fascinating! It was waaay hard with my eyes closed. The hard part is that it's a lot of trial and error to know where to jump (with eyes closed of course) . Maybe if the areas where you were supposed to jump over gaps had an identifying sound so you could know you were on the right track. Regardless I had a lot of fun, thank you for making this!
I didn't have time to make code for finding edges you could jump to and giving them a sound, but it's definitely something I would have wanted to do. That, increasing the distance from which edges could be heard, and speech for the credits screen were the top three things I didn't get done in time but would have made if I had the time.
Interesting concept for a game, I played it twice, once with and once without looking, and I think I have some advice for making it easier to play without looking. Instead of falling off popping you up into the air, I think it'd be good for it to just put you back on the platform so you don't have to navigate your way back. Also making jumps without looking is basically a guess, so maybe giving the player items to throw and listen to hear if they bounce off a platform could help you judge if there's a platform in front of you. Overall, cool idea and I'd love to see it tightened up and maybe expanded into a fuller game
Thanks for the feedback. I was aware that making jumps without looking was hard, and there should also have been a spoken credits screen (it was meant to be playable by blind people). I might want to try the item-throwing thing, but I think I'd have to add some darkness/fog and throw lights, so
seeingsighted players would need them, and not just the blind ones. And yeah, the bouncing is annoying, especially if you can't see where you are. I had intended to let the player bounce exactly once in each level, but didn't have time for that, just like I didn't get in the monsters in time, so that's why the story says the monsters are gone. I think after the voting I'll fix the bugs and make it so that blind hearing people can have more or less the same experience as sighted deaf ones. Plus I really want to add audio and text in those languages I speak better than EnglishSimple idea but it works. I liked the fact that i have to remember the way back to the starting platform.
You took on a very difficult challenge for yourself and did it! very impressive with the auditory controls! Great work!
It would mean a lot if you could check out my Jam submission if you get the chance. Thanks!