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(+1)

An excellent entry! I would not be surprised if this game wins the whole thing, but I am certain it will make the top 3 for sure, and it's well deserved.

The sound design is very impressive from a quality point of view, fitting the game well and standing out nicely, but it also does a great job at prompting the player. The voice acting is really fun and seriously helps to put you there with the characters, giving them more unique attitudes. The music is nice, and it adds allot to the atmosphere!

I love that this is actually challenging, and doesn't try to hold your hand much. It really got my heart pumping and my whole attention focused, which I've only experienced a few times in blind game jams!

The tutorial does a great job at explaining things, and the game doesn't shy away from traditional RPG terms for our sake, which I find respectful.


I could take or leave the whole [quest to get your sight back] trope, but I've been blind for my whole life. People who haven't may have a different opinion. Either way, it doesn't bother me over much, and I like the fact that the awakening gives as well as taking. The metaphor there isn't perfect, but I appreciate the feeling behind it. It also serves to make the world more interesting, which is important when you don't have much time to tell your story.



The biggest trouble I had with the game was the target selection controls. I don't know if I was just doing something wrong or if there was some kind of lag, but I had a hell of a time getting it to work.

It was pretty difficult at times to tell when a target was behind me. Perhaps a significant pitch step or attenuation would help to indicate that?

I found the snakes quite difficult to pinpoint, maybe that's on purpose?


Ultimately, this game rocked! Everyone who worked on it should be seriously proud of what they put together. The fact that you managed to essentially take a piece of an RPG and make it accessible and enjoyable enough to be used as an example for other devs within a month is pretty damn commendable!

(+1)

thanks for your heartful comment. 

I started realize how hard a game can be when there is no visual, both in development and in playing, all the problems about targeting and snake and not get target on the back, they are not intended, I hope to make the experience as smooth as possible but that requires much longer time than I'd expect, and if I want to make a blind or sound heavy game later, I'd definitely consider build to windows, than a web game, as web supports to a lot of plugins is limited.

As for the "get sight back" part, sorry if that makes you uncomfortable. Now I think of it, I can see it can be modified. Maybe change the target  to "find the source and solve it so that later people would not suffered from it" . I'm considering if this is a full game, in later games, the characters might realize that they will not get their lost ability back, but they still choose to keep working on the journey, as it would help later people. Let me know if you think this would make you feel better, or you prefer this new target to be delivered at the beginning of the game.

Ultimately, thanks for liking the game, this is very important to me and the team and I really hope one day I'd have a chance to make a full blind game!

(3 edits)

That is an interesting twist, the bit about characters wanting their ability back but realizing they won’t. I do think some disabled individuals might feel they don’t identify with that if they face it upfront though and only find out later that it was not the game’s intention. To get a good impression going from the start, perhaps some characters could have different opinions about it - and we might not even talk about goals like defeating the enemy or getting sight back until the 2nd or 3rd day in the game. But when we do, if one character wants it but the other thinks that’s the wrong way to approach it, creating friction and disagreement, the player will be able to identify with at least one of the perspectives. But I wouldn’t make them sound wrong. I would make them sound fair. Because people might even identify more with one on some day, but more with the other another day.

Example: Dude: I wonder if our friend Pell will ever find a spell to get me my arm back. Gal: Oh, that would be wonderful. Dude: I hope he can find a way to get your [I forgot] back, too. Gal: Oh! Thank you. Dude: [keeps rambling] Gal (hesitating): Well, I really appreciate your kind words. Dude: It’s no worries at all. I can imagine how hard it is for you. Gal (hesitating): Oh. Yes, it is difficult. But I have been learning how to do things differently. I think… for me, there are other things that matter more to me than regaining my [whatever]. Dude: Oh! Really? Gal: Yeah. How about you, Pell? How do you feel about your sight?

then Pell can state their opinion, which lets the player choose their own vision.

Which doesn’t mean he’ll get the vision back in the end. Or if he has that chance… maybe the outcome isn’t what people expected.

On the other hand, these are only rambles from a sighted person here. I think you’d benefit a lot from gathering experiences from people who became disabled from an accident or something, to understand how they felt when they were still re-learning the world, because they will have the lived experienced that is similar to the characters in your game. And this might enrich the writing and narrative.

(1 edit)

First, congratulations on winning the grand prize! You really deserved it. 🎆👏🏆
Second, yes, I think your idea for a new motivation is a great one And I meant it when I said that it didn't bother me that much, but your new idea would still be a nice  improvement!

Also, I would love to know who the voice actors are if they don't mind being known.