I'm totally blind, and I don't know how to get an ending. I kept inding trees but wasn't sure what to do.
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Listen, Don't Speak's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound design | #29 | 2.344 | 2.412 |
| Creativity | #30 | 2.515 | 2.588 |
| Overall | #33 | 2.153 | 2.216 |
| Fun gameplay | #34 | 1.601 | 1.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I liked the sound design, narration, and visual scenery, they did a good job of setting the mood. If you decide to keep working on the game, I have some suggestions on things to focus on:
- As others have suggested, add some narration or TTS for the menus, buttons, and loading screen. so blind players can configure the settings and start the game.
- Have the enemies make some spooky sounds while they walk, when they spot you, and as they are getting closer. This would heighten the tension as well as make the gameplay more accessible.
- Knowing the distance to nearby trees is not very helpful, so it would be better if the scan feature told about important landmarks. It should give feedback about the direction as well as distance. For example, "I can see a camp site to my right, a long way away. There's a bush about 10 meters straight ahead."
- Maybe add keys to point the camera towards the nearest landmark, and the nearest bush. This would help blind players make progress, and give them a fair chance against enemies.
- Some sort of way to struggle to escape if an enemy catches you, so that it's not game over right away. Maybe you can escape the first three times, but you get slower each time you have to struggle, and it could affect the ending.
I played enough to get "bad ending B", but I don't really understand why I got a bad ending, or exactly what I was supposed to be doing. But, I don't know enough about your intentions to make suggestions about how to make the gameplay more clear.
Thanks for participating in the jam, and submitting your game even if it didn't turn out exactly the way you hoped! That's a very familiar experience for me, too. It sounds like you had fun and gained experience making it, so I hope you will participate again next year!
It's interesting as gameplay but controlling the person's sight with the mouse doesn't seem suitable for a video game for the blind.
I tried playing this with my eyes closed and no luck on even making it past the main menu. I'm assuming there was a misunderstanding about the theme of the jam. So since it was obvious that blind accessibility wasn't focused on in this game, I'll speak on other aspects.
The main menu looked very well done with nice art and easy to use UI (of course as a visual capable person)
The gameplay itself was a bit confusing. I honestly wasn't sure what my main objective was. I thought I found landmarks to move towards but always ended up dying walking towards anything. I was strafing around a lot so I am sure I bumped into stuff from the side.
The models looked good and seemed cohesive for the story you were going for. The controls seemed smooth and responsive in regards of a standard FPS. It also ran smooth for a webgl build so good work there.
Thanks for sharing your work, and I would have been interested in seeing your interpretation of a fully accessible game for vision impairments.
Hello! Thanks so much for your comment, it’s really appreciated.
Regarding the accessibility, we recognize that we unfortunately fell short of that. We wanted a audio-based game but unfortunately ran into unexpected hiccups since this is our first time trying 3D, so we bit off more than we could chew unfortunately. We still wanted to submit it regardless since we didn’t want the hard work to go to waste, and are taking this as a learning experience, so we really appreciate the critique and feedback!
Also happy that despite the challenges, you still enjoyed what we were able to end up uploading. For sure if we tackle something like this again once we have more experience we’ll work more on improving how we approach it.
Thanks again for your feedback!
I liked the game. I think it had quite an interesting concept. I'm not sure if it can be played blind though? Anyways, good game!
I tried playing it blind first, but quickly realised it wouldn’t make much sense between the FPS controls and lack of available informations.
Replaying it seeing the screen made more sense but was still a bit confusing. I think you may have misunderstood the theme as “the character is blind” instead of “the game should be playable by a blind human player”
Still, there were some nice ideas such as the scan which could be used to change the game back into the theme.
Thank you for your comment and feedback! It’s really useful since it’s our first time trying to make a game like this, so we’re noting down the additional considerations that we missed.
We did try to follow the theme, and tried to craft a game around an audio-based concept, but ran into some unexpected challenges since this is also our first foray into 3d. So like you observed, the game leans more toward a visual impaired character. But we still wanted to submit it though!
Everyone’s comments are very helpful and if we try joining the next one we’ll definitely have more experience and notes as to how to make a more accessible experience.
Thank you again for your feedback!
I don’t think this one can be played without sighted assistance in its current state. The menus were not accessible to my screen reader. The game itself requires the use of a mouse, which could be solved by adding keyboard controls for turning (like Q and E) or gamepad support. The scanning mechanic is a nice touch, but could be utilized more to get me to my next objective, as I wasn’t always sure what to do. It seemed like some sounds were missing for the monster as well? Perhaps these items could be due to the browser build, so feel free to upload a desktop build for us to try. Let us know if you make progress on that. Nice work!
Hi there! Thank you so much for your feedback.
Yes, we ran into roadblocks in the browser compatibility version, plus we challenged with this being our first 3D game, so there was a lot of learning in the process. We still wanted to submit what we were able to make though!
Everyone’s feedback has been very useful so far especially with the tips and considerations that we missed. We’re definitely taking note and will apply it for whenever we get a chance to work on something like this again.





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