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A jam submission

The Unseen AwakeningView game page

Blind Accessible Game that you are a healer to support your team fighting and exploring the source that take your sight
Submitted by flavedogame, Domtram0, MatheusComposer, jaysilverest — 1 day, 16 hours before the deadline
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The Unseen Awakening's itch.io page

Results

CriteriaRankScore*Raw Score
Fun gameplay#24.3044.304
Overall#34.3914.391
Creativity#44.4784.478
Sound design#54.3914.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hi! I don’t know if you saw it but I wrote an article with reviews and recommendations for my favorite games in the jam. I’d love if you could take a look, and share feedback if you want or find some mistake :)

Also congratulations on the first place from the judges committee!

https://uxpatriciamendes.wixsite.com/patricia-mendes/post/top-picks-best-blind-accessible-games-from-the-games-for-blind-gamers-4-jam

(+1)

Wow. That was amazing. I'm totally blind, and I hope that this adventure will be completed. The only mechanic I struggled with, was switching targets. I wasn't really sure which target I was on, and I'm kind of wondering if there could be a sound to confirm who you've switched to as I don't know if the fade out mechanic worked or not. Absolutely fantastic though!

(+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!

Developer(+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!

Submitted (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.

(+1)

This game was amazing on so many levels. I love how the story does a pretty unique twist on the blind protagonist concept - for once you're not the one saving the world but you're a big part of the party that does. The voice acting, sound and music was spot on. The gameplay likewise was very interesting. Simple in practice, but surprisingly challenging and chaotic, you really have to make some quick decisions on what to prioritise. The targetting system seemed to work in so far as the arrow keys I pressed had an effect, but I didn't notice any difference in sound volume when selecting a target. Would love to see the story continued in this one.

Submitted

Nice game, I liked the focus on story and the presence of voice acting.

Submitted

The story is interesting and there are several options to play and manage the sound.

This is a video game that has its place in this game jam

Submitted(+1)

This was a really fun concept.  An rpg experience almost act as the central hub as the party.
The characters were fairly well written with some solid performances.

As for the gameplay, the mechanics have a strong base and learning new spells with unique effects was a nice touch. Playing with speakers however made this a tough experience since the audio mixing wasn't really strong enough to help differentiate who you were facing. Also targeting was a fairly big challenge. I think you could helped reduce that struggle by avoiding having the 2 party members from overlapping. Seeing the visual cues helped understand how the game mechanics were working, and possibly would have made more sense to have enemies and part members snap to the 8 different directions instead of moving between points. And the archer would move away from enemies, while the tank moves towards enemies. Avoiding the targeting issue all together. 

The amount of sounds towards the end did start become overwhelming to the ears as there was a lot of dialog and enemy sounds and your own casting sounds. Which further muddied the audio. Since your party is priority in this game, maybe a slight volume ducking system when they speak could have further helped. 

This was actually a fairly long experience with a lot of voice acting, which was fairly well executed. You guys should be proud of what you did and thanks for sharing your work!

Submitted

This was really well executed and clearly shows a ton of work - great job on the submission.

Like others, I had trouble knowing exactly where my allies were, and ended up turning on the visual cue by the 3rd battle. Even then, the targeting was a little challenging. Potentially better isolating the audio per-direction would help, but I understand that it's totally a hard problem to solve.

Either way, I loved the characters, story, and dialog here. Great job again.

Submitted (1 edit) (+1)

Excellent submission. I loved being a healing turret for these folks, who were well-written and well-acted. My biggest challenges were understanding who I was currently targeting and whether something was behind me. A little lowpass filtering can go a long way to help differentiate sounds in the stereo field. Otherwise it conveyed the right amount of information for me to have fun and understand who I should be healing. Nice work!

Submitted(+1)

Nice game. It’s a real RPG, quest-like. I found the music immersive and some bits about the story were also nice. I would say I would enjoy some more bits of story and even perhaps being able to walk between “battles”. Like if we could actually progress in the story not only by being in battles but also doing other stuff. That would be for a longer game though, I understand there are limitations for a jam. And in that sense, I think the game was actualy pretty long for a game jam, and very complete!

Some things I thought. I struggled with switching targets and didn’t understand how to do it, or what was going on when I tried to do it. I don’t think it ever worked. As someone mentioned in the game page, it would be important to hear their voice when switching the target. Perhaps a better way would be to tab between targets, or like a hotkey to switch between targets.

I had some gripes with the pause screen. Particularly at the start I was pausing a lot to process the instructions, but the voice saying “Press the P key to resume the game” every 2 seconds was quite disruptive and going against the very reason I was pausing the game. I think this voice isn’t needed, and saying “Pause” would suffice. Or if anything saying that indication about how to resume the game could be there every 15 seconds but not as often as currently.

Some things I love:

  • The fact there is a pause button at all!
  • The subtitles. Extremely helpful. If improving the game you should think about them for the battle mode as well (so we can get visual cues to when someone’s healed for example). Plus displaying who’s talking in the captions.
  • The visual cues I can look at during the battle. I ended up switching them off because trying to follow their voice and button mashing was more helpful and I wanted my imagination to work more than seeing the colorful cubes! But it’s great that they were there.
  • The tutorial and the learning of the spells is very friendly and progressive. There weren’t several concepts introduced at once.

Some things that were confusing:

  • I think I mostly just clicked every button in sequence without a proper strategy when I was in the battle. Since I didn’t really know the status of my friends nor the enemies’ and since I didn’t understand how switching target worked, I was just button mashing and trying to face a friend, especially the female voice who I knew to be weaker.
  • In the tutorial, I was confusing when I first heard the “bump” sound when I tried to cast a spell but wasn’t facing my friend directly. That is because when I was rotating I heard him confirm I was facing him, but I must have clicked on the arrow key one extra time. So I heard him confirm but ended up not facing him when i actually stopped rotating. So i didn’t know why sending the spell wasn’t working. Perhaps it’d be nice to have a hint that we need to be facing him directly for the spell to work.

Great job, I hope it can grow more!

Submitted(+1)

Loved this one, the idea was really nice, and the voice acting is amazing :)

I did have some struggles with the stereo where I couldn’t tell the ally positions from front left, front or front right, or the targeting system, they all sounded the same. But seeing the comments, I guess this was a me problem.

Great entry!

Submitted(+1)

Gorgeous sounding game and very creative! Very high quality entry, wonderful work!

Submitted(+1)

Excellent game! Great concept and execution. Love the fact that I can skip back to where I was since there's no Save Game. Not super comfortable with the choose target mechanics but this is not the kind of game I normally play, so I'll chalk that one up as a me problem, not a game problem.

(+2)

This was great! I loved the idea of supporting your allies rather than being in the fight directly. The voice acting was fantastic. The sounds were well designed, and I loved the story. One thing that stuck out to me was that while moving, there were no footsteps during the cutscenes. I hope you further develop this into a full title. Thanks for your submission.