I know, it's so obvious but I overlooked it because the room had a different function in my mind. I scripted this all in in a day, I make mistakes. Don't forget we were on a timecrunch and tried our best to finish before the deadline :) .
Joozey
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Thank you so much for this detailed report! I'll see when I can do an update but I will increase the steps when I do.
Haha I can see why the howling depths gives you frustration. I never realized players may want to go down there to explore! There isn't anything down there, but you can use this dead end to... give somehing else a "dead end".
I dont know how I missed that but the arrow has no sound 😅. When you tab into the map your cursor (should) start where your player is, so that's one way to find out. But it absolutely needs a sound!!
When drafting, he map and inventory both should be accessible by the buttons that come after the three rooms. You should be able to reach those by tabbing.
The map is wxactly for that purpose, so you dont have to memorize. I did not want a good memory to be a skill you need in this game.
The freezes happen when you open a door most of the time I wager? I've been unable to fix this bug, it's haunting me, and yes it really sucks if it ends a good run. One thing that can cause issues is the backtrack option, so might want to not use that too often for the time being.
I do plan to keep working on it. I see a lot of people enjoy the game, that's a really good motivator to keep going 😊!
Thanks so much for your detailed feedback!
Happy to hear that the game is fun and drew you in and kept you playing too. Obviously Blue prince uses a great gameplay mechanism here that we have re-used. The exercise for me personally was not to make an addictive game but rather: can I make this fun mechanic accessible for blind players. I think that worked out :).
My second objective was to make this an experience where you can just lie on the couch with controller in hand and play the game. I agree this still needs work. There is a dozen ways I can hook the controls up, it's tricky to find one that works for most people. And vibration would be really fun, I've never attempted that.
Strange how the TTS did not work for you. I think you have been the only one to report this. I'm not sure why but I'm glad that NVDA did work. This was my third objective, make it both TTS and screen reader compatible. Thanks for letting me know that NVDA windows 10 for you worked. I do get mixed reports on that.
Thanks for playing, and stay tuned for more polish and updates :).
Thank you so much! I agree the voice actors did a phenomenal job :). So glad to hear you enjoyed it.
I am curious what other control mappings would work well or better than the current one, probably will experiment with that later. You are correct about the map, it should show your current square with the blue arrow, and the focus should start there, but there is a bug when the dungeon resets, the map isn't properly resetting.
Reducing controls is a good question that I've been thinking about throughout the day. I do agree that simpler is better. The backtracking was a much requested feature in the playtesting, and getting rid of the inventory will be rather hard because various interactions depend on you actively using the right item at the right side. But there might be a better way to reorganize the buttons and remove them without removing the actual action.
Thanks for taking the time testing our game and giving your feedback!
Great job finishing a fun experience from start to finish. It wasn't very challenging, but it was very atmospheric. Just enjoyed listening to the old man rambling about the old days :P. Half expected the next day I'd be on the sea alone, with grandpa fallen ill or something. Could be a fun progression :). Really nice sound design too!
This was a nice little game! Took me a bit to dodge the obstacles but if you're doing careful maneuvering it seems doable. One thing I'd prefer changed is the echo to be more distinctly an echo and not your exact sound repeated.
Would be nice to have levels for a sense of progression, more scenery for variety, and maybe another goal like save your other canary friends! (follow their tweets)
Using linux, I wasn't quite sure how to start this game. I figured out I had to run the nw file. Then it crashed because it couldn't find a font, so I had to install that. Then it worked. You might want to add a readme to how to start the game.
Congratulations on making an audio game from start to end! I like the content warning you added at the start, and you as the developer talking to us players is a really nice personal touch.
One thing I would have liked is if the choices could be repeated. Also the pacing is very slow. Having an option to speed up the narration would be nice but also for example there is a lot of silence before I get to hear the choices. Also I clicked the mouse to select the window and give my choice, but the mouse click apparently selects option B. Might be confusing for people.
Content-wise I think being killed when you make a wrong choice is a bit strange. It feels like a cheap way out to end the run. If I make a choice that hurts someone (even unintentionally) I think it would be more interesting to give the player more choices to escalate or de-escalate the situation, and make them feel the weight of that decision. Being killed just feels being wronged.
Nonetheless, I think it was an interesting experience. Narrating every dialogue is a lot of work, the amount of choices can grow fast in this kind of system. Would be interesting to see an iteration where the pace is a little faster, and the impact of your choices more worked out!
I am stuck on Orca 46 because I'm on linux Mint, which is pinned to Ubuntu 24.04. And so I am rather behind. I think since 47 ORCA's behavior has changed as it reads here (I found out today): https://gitlab.gnome.org/GNOME/orca/-/blob/main/README-APPLICATION-DEVELOPERS.md...
I've been waiting for ages for Mint to get on with it, and now posted on the mint forums asking when they will move forwards. Pushback comments keep saying that the current Mint version is stable, but it really isn't if you are a screen reader user. Hopefully some pressure will help. Anyway, this is to say, I wouldn't support for versions lower than 47 and test with the latest. It might work just fine there.
Awesome, will try later. When I said "luckily this time I was able to stop the TTS" I forgot to mention that the first time had the TTS read out the entirety of the exception, crashing the browser, but just kept on japping every word and symbol in that exception for 2 minutes straight haha, I couldn't stop it. I attribute this to Linux problems though, not your game.
Love the polish on this game. In the web version, My ORCA screen reader only reads buttons and not text for some reason. But I had fun discovering instruments with my controller wiggling the thumbsticks around. Took me a while before I understood what I was doing but eventually I got the gist. Great submission! Thanks for adding controller support, that always makes my day.
Very cute game, love how everyone introduces themselves with their personalities. Such honest and self aware people in this town. Gave me some nostalgic gameboy pokemon vibes.
Without visuals it's a little hard to get around. Basically had to bump into everything to get the lay of the land. Some sort of sonar, pointer, or 'whats in my area' would have helped.
With Godot browser version is not yet accessible friendly out of the box. But btzr has been working on an addon for a long time for this: https://github.com/btzr-io/godot-aria
Alternatively, I think the TTS can be used to speak text: https://docs.godotengine.org/en/stable/tutorials/audio/text_to_speech.html#basic...
ORCA works with live regions and buttons, sliders, etc. for me, It reads the accessibility_name or button text. I'm not sure about non-interactive nodes like labels that don't have accessibility mode set. I ended up using a live region to get any screen reader to read out the text I want it to.
Nice job making a multiplayer game!
I could test it by myself opening two browser screens. However, I am unable to understand the rules as they are written. Particularly what the game mechanic is here. How am I supposed to decide whether to draw a discard, draw from the deck, or call it? Why are two cards hidden and why should I remember them? And in what way do I interact with the other player?
But mechanics aside, the lobby works, the game seems to work, and everything seems quite accessible. Nice submission!
P.s. I did notice there are a bunch of hidden input elements that can receive focus but are not visible on screen. Like in-development tag that is clickable.
Ohhhh that is really fun to hear! This is the reason I didn't went for a first-person perspective. In my mind that would make it much harder to map the dungeon mentally. People who never played the game though definitely need to hear that this is how they should imagine the game. So glad to hear your friends got you to play the game that way.
Thank you for your enthousiastic feedback! Im glad you enjoyed it. Blue Prince was indeed my starting point. I wanted to see if I could take that mechanism and make it audio only. It was an experiment for sure!
We will be doing more updates to hopefully bring a playable experience for everyone. A better tutorial is definitely high on the list. But we are really proud and happy to have a game that can be finished once you get comfortable with the controls (and accept the random game freezes, ouch).
Sorry to hea this! What in the tutorial is overstimulating for you? Is it the sounds, too much text or information? Or the character speaking?
I dont know what SAPI is. There is an option to switch between TTS and Screenreader. If screenreader causes multiple systems for you to talk, try switch to TTS setting. Maybe its a bug where initially both go on









