Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

dreamburguer

26
Posts
1
Topics
2
Followers
31
Following
A member registered Mar 01, 2025

Recent community posts

(1 edit)

I think this game could easily be made blind-friendly if each arrow had a distinctive sound: high and low-pitched inhales for up and down, and left and right panned inhales for each side. However, I wonder how easy it would be to add screen reader support to the menus. Godot and Unity offer tools to do it.

Edit: I just realized that the game has pitch distinction for the keys. I did a lot of catches already! Not in succession because I get confused between the left and up arrows. No idea what I caught, but it's fun to do the minigame and change music with S and X.

Compatibility mode does nothing. That's really strange, I played some Godot games before. The same issue happened with my older laptop when I tried to use Melon Loader for Unity access mods, which runs perfectly in the new one.

Thanks for all the support you're giving anyways, It's probably a Windows bug rather than actual game issue.

(1 edit)

I'm not sure if I played older versions on this machine. All the feedback I gave on audiogames and itch was using another laptop, which is dead now. I purchased the game on Steam to see if anything changed, but the result is the same (no regrets because you're really cool and I'm grateful for your commitment to the screen reader implementation). I could try reinstalling Windows 10. My SAPI voices are broken and this could be causing issues with the game. Does this use SAPI by default? I remember it using NVDA before.

Windows Defender warning opened normally the first time. I opened the game without any screen reader enabled.  Same result. I asked for visual assistance to see if I'm missing something, but there's no change in the screen at all. At least we are sure this isn't an NVDA problem anymore.

(1 edit)

I deleted Soulblaze from the userdata folder, updated to the new version but the game doesn't open. Even ram usage stays the same and the task manager doesn't show any process related to the game. I thought that could be an issue with NVDA, as you mentioned in the devlogs. Are there some external dependencies I could be missing?

The game doesn't launch on my Windows10 PC. In AppData\Roaming\Godot\app_userdata\Soulblaze\logs the files appear without any information. The logs just say 

Godot Engine v4.7.beta2.official.777579205 - https://godotengine.org

After playing the latest update on android for a while, I discovered that EspeakNG has the vest results in rendering. All the phrases load almost instantly, unlike Google TTS that requires more than 40 seconds to render all the files. I didn't get a single unspoken command with Espeak!

Thanks for the quick update, everything works better! Silent commands are less frequent now. The only word that I'm completely sure has bugs is orange, I played just with color commands and that was the only occasional unspoken order. There is another one in word commands but I've encountered it just 2 times, it might be a variant of flick it or shake it. Could it be a rendering issue? A button to redo the pre-rendering of words without closing the game would be helpful.

I finished all levels! I just found two extra bugs.

Spoiler alert, just in case someone new in the game is reading.

*There are unspoken commands. Without extra moves is always bop it, I didn't discovered which extra move has an unspoken command but it exists. I think they started appearing around level4.

*I disabled memory mode once and I can't enable it again. No matter the combination of settings, it never activates.

(1 edit)

Thanks for taking into account my suggestions in the latest update! Regarding save compatibility, you need to delete all data from android manually, otherwise the game starts unlocking everything without needing to play anything. I think an in-game warning with the option to delete your data would be helpful, although it's not a big deal to do it manually. Fortunately I realized this sooner and I didn't spoiled anything this time!

Now, speaking of game play, everything runs smoothly for now. The only bugs that I've found are:

*Additional game speed not working properly. I set it to 10 and the BPM boost was minimal compared to previous versions.

*All available features and commands enable automatically when you advance to the next level. I played level 2 just with noise commands and level 3 started with word commands, passable mode and extra moves turned on.

Awesome update as always! The pre-rendering of spoken commands works really well on android.

Awesome update! Speech commands work flawlessly on android now, especially if you use Espeak or TGSpeechbox. I had to restart to hear a different voice in gameplay, but everything worked fine after that.

You're the first gamedev to include TTS customization. That's awesome! I'm not sure if the dice mechanic in the map will make the runs more frustrating, but it sounds interesting. We'll see how this works in a future update.

(2 edits)

I've encountered 3 bugs in the latest update:

*All commands appear even if you play at level 1 or 2.

*The score to win was set to 0, allowing me to unlock everything instantly.

*The menu music doesn't stop during gameplay, it keeps playing at a lower volume.

As a suggestion, a gimmick selector with checkboxes would be a great final unlockable. I would like, for example, to play just with noise commands and sequence mode. Speaking of sequence mode, a sound indicator for the end of the sequence would be useful. It's hard to relay in the sound volume when you're playing with faster BPMs. The sequence start is a wave going up, the end would be the same wave going down.

For some reason it started working after opening the game a few times. Everything works fine now! It's really weird.

The game seems really fun! However, Screenreader doesn't work at all. Is it using sapi voices by default? My PC has the Microsoft voices corrupted for some reason, so I only can use NVDA's TTS.

(1 edit)

The soundtrack, sound design and voice acting are awesome! I was writing some observations but all these features were actually in the game already. In my first play the tutorial and sound glossary weren't shown, the room selection just said "Grouping" instead of name and descriptions and the picked up items weren't announced. At a second play the screen reader didn't speak at all, but everything worked fine when I launched the game for a third time.

I'm looking forward for future updates, I don't remember playing something like this before and it seems really fun.

I like the concept! However, a few tweaks are necessary.

The D lane's sound has delay compared with the others, is really hard to get this lane on time. The most important addition would be a way to set the song's BPM, volume and offset, whether in the game or using a .txt file with the same name as the audio file to write these settings. The game gives you an approximate BPM but it works better in slower songs.

(1 edit)

The experience on android is super fluid! I like the gameplay layout based on braille keyboard. However, TTS engines on android have an inconsistent delay which causes an unfair timing reduction in faster BPM. It would be convenient to have an option to replace gameplay TTS instructions with prerecorded ones to be perfectly on sync with the music.

Will version 1.0.2 be in itch.io as well? Some important bugs were fixed in the patch.

I've always wanted a bop it style game for android, this is great! However, I can't get any unlockable (my max core was 90)and the game doesn't save progress neither in android or windows.

(2 edits)

I'm loving this game! This is the first time I feel comfortable with the turning mechanic in a 3d game thanks to the beeps in different directions. However, I can't understand clearly what's happening. Y try to turn until I have a sound centered but apparently I'm constantly bumping in to walls.

Is it possible to add a learn game sounds menu? I'm totally blind, Perhaps I can explore better if I know what is what, specially sounds that indicate walls, available space to walk after exploring a narrow zone, platforms to jump, pits. Wall sounds would be useful flying, the constant beep will stop if the robot is above it's height.


Update: I played the game with a sighted person and I discovered some things:

*What I thought that were a collision sound effect is actually the apparatus walking.

*I couldn't track materials correctly because Windows activated the mono sound without my knowledge,so the echolocation really works as expected. Sorry for that mistake.

*the world doesn't have walls, obstacles or things apart from the materials, at least the first planet. This kind of explanations would be really useful to have in the manual or in a perception so a blind person can imagine how the level layout is build.

This is really an awesome experience! I hope these suggestions should be useful in future games or updates.

 The first demo was good and the update is even better! I love the random characters showing up and their interactions. This game has lots of potential to get expanded with more levels or a story mode. Definitely one of mi favorite entries in this jam.

Seriously, what an amazing retro sound design, I love it! Accessibility works excellent with NVDA, the plot is interesting and the games are straightforward and easy to understand. I really hope this game gets updated and finished.

That was a heartwarming experience! I'm in love with the soundtrack

Outstanding demo! The story is intriguing and the music is wonderful. Can't wait for the full release!

Really fun gameplay, catchy music, charismatic voice acting. I love this game!

Sorry if this is off topic, but I'm having 

audio crackling issues with various entries of the jam. ¿Does anyone have the same problem? Apparently this is a godot bug that was fixed in newer versions.

https://www.reddit.com/r/godot/comments/1bacgzu/to_anyone_who_has_been_experienc...