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A jam submission

Blind labyrinthView game page

Discover the formamac video game designed for Games for Blind Gamers 4!
Submitted by formamac (@formamac) — 16 hours, 19 minutes before the deadline
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Blind labyrinth's itch.io page

Results

CriteriaRankScore*Raw Score
Sound design#202.8332.833
Fun gameplay#262.3892.389
Overall#262.6112.611
Creativity#292.6112.611

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Whilst I understand die or retry, as a blind person, there needs to be some more info, perhaps some different footsteps at the very least. I was literally stumbling around in the dark with n idea what to do next, and so I've given your agmeplay 2 stars. Whilst the idea is to figure things out, as a totall blind person, where audio is my main focus, I really think having a few 8-bit footstep sounds would help with the level as there could be some different sounds on the square.s There doesn't necessarily have to be sounds near the hazard, as long as I remember OK there's six fwoopy footsteps west then two scuffy footsteps south then 1 footstep easy makes me die, then I have to remember to retread my steps next time. Great first effort though!

Developer

Thanks!

Submitted

I really like a lot about this game, the simple appearance, the movement, and the sounds when you bump into a wall. I don't know why but I feel like I'm playing a gameboy game which is awesome. I'm not a fan of the background music, maybe there should be an option to mute that if there isn't, or better the background music could get louder when you get closer to the goal to guide you and so its not a complete surprise when you get to the goal. Overall a great game with great level design

Developer

THANKS

I used the GB Studio application to make this video game. This allows to respect the technical characteristics of this portable video game console (screen resolution, speaker, ...).

The idea of an option to manage interesting music!

Submitted(+1)

This is very much a trial and error game. gb studio games have limitations in what type of information it can provide, but some sort of indicator to know which direction to at least head towards would have been a great start. Also the level size may not seem large, but when it's trial and error,  even just having the 8x8 grid you start off with is at minimum 64 spaces the goal could be. and with the path being around 10 moves away, the number of tries starts to become astronomical. 

I know some people enjoy these type of punishing grinds, for me personally, I don't quite enjoy them. But I can understand why people do. I do agree with you that adding a sound to the death traps would take away from the game, but at least have a sound effect play when you move letting you know if you are getting closer or further away from the goal would be great!

The graphics were nice, so well done here. The audio did work fine but it was a tad harsh on the ears.

Overall, I think this has the ability to be a fun maze game if some of the small life improvements are included.

Thanks for sharing your game!

Developer

Thank you for your comment!

(+1)

It is not clear what sounds mean. Music hits too much in the ears.

Developer

There is an explanation of the different sounds on the home page of the video game.

You can lower the volume of the music if it is high.

Submitted (2 edits) (+2)

Agree with the other comments about Death being a little too punishing - if this was more like super meat boy that instantly started you back to home that would make the loop a little tighter.

Trying to play this blind, I got really stuck on the third level, and I think knowing "generally" where the exit is from the starting place would have been super valuable (is it to the bottom? the right? the top? where I am I starting?).

It would have been really cool as a sighted player to not see the walls or traps until I ran into them - I can look away, but then I would miss out on the visuals here, and they are well done! I also really appreciated the sound effects too - I think the simple 8-bit sounds and aesthetics are great here 😄

Developer

Thanks!

This video game is punitive: it is its main characteristic and it is totally wanted because it is the main difficulty.

The difficulty of the levels is increasing: that is why the third level is the most difficult since it is the last one included.

Putting an option to hide the graphics is a good idea :)

Submitted(+1)

It’s a great start. I loved the nostalgic reboot sequence upon death. I don’t necessarily agree that there needs to be audio for the hazards. Die and retry is fine as long as you lean into it. I might tighten up the movement speed and wall sounds so the controls feel responsive and snappy. Footstep sounds would be a cheap way to indicate that movement is complete. They also provide opportunities to tell us more about the world. Nice work!

Developer

Thanks a lot 🙏

While creating this video game on my Twitch channel, I hesitated a lot between putting background music or footsteps to indicate movements and by discussing with my community, we chose the background music.

The character movement can be improved but I ran out of time and did not work enough on this aspect of the game!

Submitted (1 edit) (+1)

Nice entry, I played it blind and must say the mental mapping is really hard when you have no sense of how much you moved.

Or you have to slow down your play a lot to make sure you dont make two moves with one input, adding a stepping sound could help with that.

Also, as stated by others, the game is really punishing, maybe adding a sound to know when you are close to kill cell or just returning to the start of the level instead of start of game could help.

Other than that, nice game, I replayed it with eyes open to see the level design, the long 1 cell runways are a good idea, I got lost at was happening there!

Developer

Thanks!

This game is punitive and as stated in other answers, this is intentional because not having sound indicating the dangers is the only difficulty included.

Moving by square is already possible by pressing the direction controls at regular intervals. This requires a bit of training and understanding of the game mechanics.

Submitted(+1)

Shouldn't there be a sound effect when you're adjacent to an enemy, or something like that? Right now it's quite punishing to have enemies without any way to know where they are except for dying and replaying the level (assuming the player is blind).

Developer(+1)

Thanks for your comment!

This video game is a "die and retry": that's why there is no sound effect near a danger.

This is the main difficulty: you have to create a mental map and remember the location of the dangers.

Submitted(+1)

Classic!. A couple of suggestions. Give a sound that tells you you're next to a hazard so you can avoid it instead of just getting killed when you stumble into it. Which wouldn't be so bad if it weren't for a long restart cycle. Surprise death is ok when you just respawn and retry. Not so much when it ends the game and you have to go through the welcome screens again.

Developer(+1)

Thanks for your comment!

This video game is a "die and retry": that's why there is no sound effect near a danger.

It's a bit frustrating but that's what makes this type of video game so charming.

Submitted(+1)

Oh, I'm all for death as a teacher XD