that was absolutely brilliant. Will this have a post jam version? Am wondering if the character could provide some stories between runs. Are we going to destinations that give ammoe next run? That give more food, etc, until eventually there's an evac point?
Play audiogame
SLATS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound design | #9 | 3.789 | 3.789 |
| Creativity | #9 | 4.000 | 4.000 |
| Fun gameplay | #11 | 3.368 | 3.368 |
| Overall | #11 | 3.719 | 3.719 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I love this game! The concept is the most fun part, with genuine strategy, randomization, and tension. It's an easy game to replay.
I like the strange atmosphere, and the sound effects, while not perfect, really fit well. Using different steps for the distance markers, the bell, and the clicks to indicate how much of an item you have are great examples of using audio cues effectively.
The voice acting definitely added to the experience, making the character feel real, especially when she finds supplies in the houses.
I'd like to have eating and hiding sounds, and I'd like it if some volume normalization was done. For instance, the tutorial voice line for the monsters is quite loud, as well as the monster deaths them selves.
I also feel that the walk speed should be changed to a different key, as it often seems to conflict with action keys. I know that detracts from the 1 button concept a bit, but it's probably the easiest solution.
Bottom line, I think you did an excellent job, and you deserve to be in the top 10 at the least!
A good job done by everyone on the team. Thank you for your effort!
Thanks for playing and for your kind and pointed comments.
Sound level was normalized (and the monster tutorial line was changed after that)
I agree that we needed a hiding sound both for the action itself and for being hidden (something like a heartbeat, maybe, to remdind you that you're in a hiding/shooting mode)
Expanding this concept will be my main project from now on (after I finish a quick redo of SLIDER). I have two possible paths and I may just split it and do both (an endless runner and a turn based "card" game). Either/both will move away from the one-button control scheme. Stay tuned!
I had a lot of fun with this one, it turns out you can do a lot more with 1 button than you might think! The audio was a highlight, it all fit together really well and I thought the bells for how much time you had left and how far you had to go blended in really well with the sound scape. Also I didn't have issues understanding the food/ammo/drink indicators personally, but if I definitely wouldn't object if this concept were expanded more with an actual inventory management.
This is a great start to something more. The current version was understandable from the beginning to end while playing completely blind. I do have some nitpicks, such as not knowing exactly what resources I currently have, maybe a button to check bullets, food and water respectively.
Also when passing a house, it would be nice if the character stopped "moving" and a long press or short press would determine if you went in to search or not. This would give the player a chance to listen to their inventory and decide if they should risk going into the house.
Another thing that would be nice is a more clear indicator of progress and how much time is left. Again another button combo could be used (I know you are doing a 1 button game, so maybe short press, long press, double tap, triple tap ect.. could be used) Or maybe this info could be shared at each time you reach a new house, "Man!, I made it about halfway to the camp but I only have 2 minutes left to get there, let's see, I have 1 water, 1 food, and 4 bullets left". With one sentence and you have all your info!
I think this game has a lot of potential, so please don't see my feedback as negative, I hope it can help you make the game feel more fun and fair to the player!
Great work and thanks for sharing your game.
Thanks for playing and for taking the time to give feedback. That's always a positive!
The one-button non-verbal is a self-imposed limitation that's fun for a minigame kinda thing but yeah, it quickly becomes an obstacle to fun. I do plan to expand on this as a full fledged game with a more complete and flexible interface.
This is after all a strategy game. You can 't make good choices without access to all the info. So yeah. I agree with your feedback. Thanks again.
Making a survival video game for blind people is an interesting concept: congratulations on this idea!
I played one of your early builds and thought you were off to an excellent start with this great concept. Returning to it now, I’m thrilled with how much life it has been given with the sound design. Thank you for considering our feedback about the tutorial, because it’s super effective. You’ve received a lot of thoughtful feedback here that could lead to further improvements. I think my biggest wish is for more agency over searching, such as knowing ahead of time whether I’d get water or ammo based on the sound of the building. Perhaps that could lead into an inventory management mechanic. Please keep sharing your progress with us. Nice work!
Thanks again for all your feedback.
The next step will be a complete redo with a more complete UI that will include some inventory management and all the options that come with it like encumbrance, crafting, etc.
Not sure how to make lore appropriate that a house makes a different sound based on what's in it but I do understand the need you're pointing out. Maybe having different kinds of building like gas stations, farms, houses, factories, warehouses would be more readily identifiable and with a reasonable expectation of different findings for each.
This was really neat! I didn't think that I would get very far, but the gameplay was more intuitive than I thought it would be! The minimal visuals (changing screen color) was super appreciated, and the sound effects were great (if a bit over-the-top) - they were definitely distinctive and let me know what was going on without saying too much. The bells made the game very exciting and I was counting to see how far I had to go 🤣
The only thing that might've been nice would be some indicator that hitting the action button was actually doing something - some kind of small sound notification, even if it was the same for every action - just to know that it had been registered. Additionally, some kind of readout for how far you got and what you ended with (on failure) would be appreciated.
Great job on this submission, it was fun to play!
Really good variety of sounds and the tutorial is well made and I really like that you only need to press one button
The concept is interesting. I like survival games. The way it’s done though… I think it’s too reliant on sounds and it’s a little difficult to absorb everything so fastly in the tutorial.
I had to restart the tutorial because I couldn’t understand some instructions. Then I got to the first house, and still needed to re-listen to some instructions. I decided to just let it go and keep going. Later on I found a new instruction and wasn’t able to understand it. I feel to me it’s also too reliant on memorizing a lot of different sounds without getting an extra tip in words. Which is cool, but I think too steep for me to learn. I think it is in need of some polish for usability an learnability. Some captions might help for sighted players.
I think it’s very creative as a concept to have a survival one-button game. It should be developed upon more. It seems to have a lot of diverse things to interact with. I would love to try again if the tutorial could possibly be more fine-tuned. Maybe the option to hear word cues for the stuff we’re interacting with.
Then again I’m sighted, perhaps it was too much for me but I see it seemed simple for others.
Anyway, good job and keep it up.
The tutorial is not quite in its final form yet. That's my voice recorded over my laptop's microphone. A proper VA version is coming soon. That should make it more understandable. And yeah, one-button non-verbal zombie survival can feel a bit like assembling an IKEA parachute in a falling airplane but that's part of the fun. On of the things the one-button does is restart the game ;)
Really neat concept. I like the one button play style. It seems like more a resource management and decision making game. I liked the sounds and the tutorial wasn't too much either. I managed to beat it on my first run through, but this could easily be turned into a mobile game that has a scoring system to encourage replayability with different difficulties. Thanks for the submission.


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