Blind Caver by Blueman
Blind Caver is a puzzle game designed to be accessible for blind people. Of course, you don't have to be blind to play it, but I wanted to experiment with making a game for blind people and I thought this theme was a good opportunity to do so :smiley:

Ratings
| Overall | 20th | 4.184⭐ | 21🧑⚖️ |
| Fun | 79th | 3.842⭐ | 21🧑⚖️ |
| Innovation | 13th | 4.421⭐ | 21🧑⚖️ |
| Theme | 138th | 3.842⭐ | 21🧑⚖️ |
| Graphics | 202th | 3.406⭐ | 18🧑⚖️ |
| Audio | 32th | 4⭐ | 20🧑⚖️ |
| Humor | 100th | 3.2⭐ | 17🧑⚖️ |
| Mood | 44th | 3.921⭐ | 21🧑⚖️ |
| Given | 24🗳️ | 7🗨️ |
I thought the instructions were clear and easy to understand. Only things that were missing without visuals:
* I had no way to know what level I was on (I cheated and peaked).
* I sometimes forgot which sounds were which. The sounds mostly work great, but only so much you can do with 8-bit noises.
In any case, the game was a lot of fun. Thanks for making!
I agree that I sometimes peaked at the level number to get a feeling of completion which was a bit lacking.
Another thing that you could add is a semblance of narrative design.
You could probably add to the experience by adding a little bit of "environmental design" with simple, concise sentences about the place.
"You start feeling a hot breeze... You're probably approaching the deepest part"
"The heat is now insufferable, but you need to continue"
"The souls around you are screaming, you ignore them"
"Here she is. Even as a ghost, you still love her"
"You start the climb. Remember, if you look at her, she'll disappear forever."
Not necessarily every level, but from time to time, to do some rythm change.
About the fact that we may forget what sounds were for, I think it was part of the charm.
If however that turn out to be an issue, I believe naming it everytime would break the immersion, but you could say at some point "press numpad numbers to hear sounds and their descriptions" like 1 would be wall, 2 would be door/key, 3 would be boulder, etc.
Alternatively it could be "press space to have a reminder of all sounds you've heard so far" or something.
I'm telling all this not to disregard what you've done which really was a superb experience, but in the hope to contribute constructively to this!
Levels are fairly simple but explore all the fun combinations of mechanics that have been added. I appreciate they are small enough and you reach end before it gets too much to memorize.
I do think the cave in shouldn't close if you hit a wall/door while on top of it (doesn't get a message either).
There is definitely room to expand this, as many others mentioned, but I quite like it's compact and limited nature.
All in all a very polished take on a innovative idea with a good learning curve.
I go stuck for a while on level 12. Well done!