How to Make a Dungeon Crawler for Blind People
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- Опубликовано: 31 май 2024
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Everybody gangsta till the enemies are at: "E E E E E E"
or A A A A A A A A
oooooooooooooooooooooo
aeaeaeaeaeaeaeaoeoaoeaoeaoeoaeaoeoaeoaoe
aeiou
aaaaAAAAAAAA
we are the enemies that say "nee"
It's "Ni!" You uncultured swine!
@Chetan Sharma you didn’t watch, i’ll fill you in:
N for enemy
ee for 2-8 meters
Nee
So, the Dutch and Flemish people?
@@elicenyne its a reference to the film Monty Python's The Holy Grail
*begin fetch quest to obtain shrubbery*
This could make a sick horror game, maybe deep submarines where its too dark to see much in front of you so its mostly audio
Exactly my thinking, but with a pitch black dungeon with monsters crawling around.
Oooooo! That seems awesome
What if you could use a flash beacon . Kinda like in Sister location when your going through Foxy's room.
YES YES YES
Is this not a ps4 game, where using the mic, making sound lets you see the area around you, (not the submarine part, the horror part)
I feel like someone could make a really cool horror game with some of these mechanics.
So even the blind people can have heart attacks? 😈
@@InnerEagle Hell yeah!
For one, I really liked the airhorn audio compass he showed at first. That had some serious silent hill feels to it. I also feel like that noisy kind of audio compass could be used as part of the narrative, like if the player orients themselves using a constant far-away sound that they're meant to reach.
That would be awesome. Like a game where you can't see and have to use your ears to navigate but hear all of these terrifying sounds.
yeah, I loved the way that if you walked past a passage to your side, you heard a breeze and could almost *feel* the space
I love this.
Yo what i just started watching your channel
Oh my, my favourite RUclipsrs 😳😳
✔️
Wait you watch miziziziz? nutssss
what, hey austin
The project idea itself is pretty awesome, and I think you executed it well. But I can't help but laugh in the final bit of gameplay and heard "E E E E E O O O O *monster noise* " "LEVEL UP" idk it just made me giggle
This reminds me of back when I was playing a MUD (Multi User Dungeon, text based game), and one player said he was blind. He was questioned why he'd play a text game of all things if he's blind. Considering the alternative, it's pretty obvious (as this video also shows), but it's interesting how people have a tendency to not think things through when it comes to other people's perspectives.
Yeah, textt adventures are great, no effort memorising my inventory layout, calculating gunshots from 3D audio etc. just listen to the screen reader.
i too playin mud
So my blind aunt says that the direction system is confusing AF (her literal words).
But respectos for trying)
Edit: before the edit, this comment was stupid
@@gebbygeb3547 how do you think she came to this conclusion?
@@Nezha_Main oh shit what i commented here? 😂 sorry m8 i got drunk the other night haha
@@gebbygeb3547 lol, What did it originally say?
Shantanu Prabhudessai Probably something along the lines of “How would she know?” Or “Did she play the game?”
this seems like a really tough design challenge for a sighted person. not only is it not how we're used to thinking about games, but generally not how we're used to operating in the world. whatever the resulting product, this kind of project really pushes its designer to think about the experience of others, and problem solve in unfamiliar ways. really cool, thanks for sharing!
also, EAST! EAST! EAST! EAST! EAST! EAST! EAST!
Hit me in the feels when the game went "A A A A A A E E E E E OO OO OO OO"
So true
AA EE OO
audio jungle
AA EE OO
Audio jungle
accessibility in games is very underrated, so I'm glad that you worked on a game like this!
It isn't "underrated." Gaming journalists love to cover games with good accessibility while shitting on anything mildly difficult without difficulty options.
@@tuna5305 sure
@TUNA Jesus, get a personality.
@@ozmaozmaozmaozma why?
@@arthurmerkulov5904 Yeah it's true. glad you admitted it.
3D sound is 100% the way to go for these kinds of games honestly
Yeah a binaural sound system with a north-facing homing sound for direction would have probably made more sense. Libraries like OpenALSoft have 3D audio with headphones so it's even pretty accessible. Still an interesting video though.
*3D sounds in a 2D game lmao*
@Shaman Xeed ah yes the typical Xbox fan boy in there naturally habit
@@thecorruptedgamer7032 this guy isn't even an Xbox fanboy. He thrives off of controversial and extraordinarily stupid opinions. He's saying that cyberpunk will be garbage and that tlou2 is the pinnacle of gaming.
@Mike Mo Hindsight is a bitch, isn't it. I couldn't have predicted that, but I wasn't wrong that he was thriving off controversial opinions because that was a controversial opinion most definitely.
When you downstairs at midnight but suddenly hear “aaaa”
THE BREEZE IN YOUR EAR IS TERRIFYING. OH MY GOD. i wanna play this now oml
You’re in a dungeon
You walk into the next room
You echolocate
And then you hear
Neekoo neekoo nee
oh no
the final boss have arrived
This is underrated
Niko niko kneecaps
This is a very interesting idea. I really think you should've gotten the win in that competition
how? you haven't seen the other game.
@@tucutaca2010 The judge literally told him they chose the winner on a whim..
@@danielalp6871 maybe he made pubg battle royale.
@@tucutaca2010 it wasn't a game, it was an entrepreneur competition. The other person made a backpack for rock climbers. It was a good product and he gave a great presentation, I was just annoyed the judges didn't have a reasonable explanation for why they just one of us over the other.
@@Miziziziz well to be honest I think the bigger problem is not the judges, but the competition itself. How are you supposed to compare a backpack to a audio game?
Game jams benefit from being similar. Along with forcing people to be creative game jam themes allow you to compare similar ideas. Your competition just seems way too broad.
audiogames have always interested me, when I was at uni I started looking into disabilities within gaming and found audiogames. I managed to complete the skullgirls story on easy mode without my monitor, felt incredibly satisyfing cause the last boss doesn't have any audio queues for when they move
Thanks! Im blind!
How u typin dis 🤔
Before you guys say "woosh" and start another war, let me be the first to say, "that's a joke, lads!"
@@callieturner5475 brail keyboards and screenreaders ffs blind people can use computers too
@@wifal6874 You don't even need braille for keyboards, just knowing how to touch type with homerow keys is enough
@@nyanknight107 but it certainly helps to know where they keys were when learning to type, right?
I would also say that full text readout is more immersive and enjoyable then ee ee ee aa aa aa uu uu ohoh for an hour. With normal enemy, treasure, door etc. sounds as well.
I didn't know this forum existed, that's really cool. A couple of years ago I had the idea of making a rhythm game for blind people but I never got past that initial idea stage. The first audio game I remember playing was The Blind Swordsman on Newgrounds, it was really hard though.
Rythm game would be great, usually I'm ok at them since it's movements that fit music, like geometry dash is jumping to the beat and beat saber is dancing.
Some time ago, I was watching a blindfolded speedrun and I was thinking to myself, wouldn't it be cool if there were more games that you could play blindfolded? I was blown away learning that there's an entire community dedicated to making such games. Learning about accessibility in games opens up and entire new world in video game making.
At first I thought it said “How to make a Dungeon Crawler blind people” I was like “wait what-“
wdym?
The game just shines extremely bright white to hurt your eyes
i am really disapointed no one pointed out that close enemies are "NA NA NA NA NA NA NA NA"... and if they're echolocating you, i guess it's a bat, man
This is great!
Godammit....
I found a game
called ''A blind legend"
It's on mobile
And it's only have sound
No graphics at all
If you can see it's
Just a fog
But the sizes of the game is a whopping 300+ MB
So it's almost 300+MB
Of just audio files.
Still don't know the ending tho
Also i will spoil Avengers endgame of you spoils the ending of A blind legend.
Audio files are surprisingly large
İ tried the game when it was free its too hard for me i kept failing the 1st mission
@@efeefe713 well, you aren't blind
You need earphones
It's pretty good but the dodging part is kind of difficult
How incredibly awesome of you to even think this up. Your mind is unfettered by "OK, which demographic would yield the most profit?!" I admire this.
I played the game and for me, as someone who can echolocate (like e.g. Daniel Kish, human active echolocation), this is not intuitive at all. The clicking sound would have been way better.
The fact that humans can learn to echolocate is just mind-blowing to me. But the reason he didn't choose it (it felt too slow) could've easily been fixed by making the sound return faster (because soundwaves normally don't go at 3 meters per second either).
your a fkin bat???? YOOO
@@arturkey9084 No, I'm not a bat, but I did learn active echolocation. And so can you, with a lot of time and effort, that is. Just search for "Daniel Kish" and "human echolocation" on RUclips and the Internet and you'll find a few videos and websites that discuss this. I really recommend the TedxTalks from "Daniel Kish" on echolocation. That's how I grasped the concept of echolocation and the teached it to myself.
@@lucid_mido5311 yeah, pretty much that
I tried the game before watching the video and ... honestly I think it's too complicated, and it could be more intuitive and have simpler controls. I think sounds should always be something representing what is happening, not just "A" or "K" or whatever letters you were saying. I'd do the movement only with QWE (only turning and moving forward) and the action menu could be simple like you press one key to access it and then you hear the word of what it is you're gonna do (attack, hear your health (although I would have used the heartbeating for that instead of a number), open chest, etc) and pressing the same button again to accept, or you can get out of the menu with another key (maybe X for menu/accept, Q and E to go to previous and next options, and W for cancel). I just got frustrated very quickly because there were too many things to remember all at once.
Basically I would have made a completely different game haha but let me watch this video now and see if I change my mind about some things.
EDIT:
Ok so basically I expected a different thing. I expeced a game in which I feel like I'm navigating a pitch black space. Instead, this game tries to make me "see" things through audio, so if I really understood all audio cues I would feel as if I can see everything. So the problem was a misunderstanding.
Now that I watched this video, I think playing the game will be a lot easier.
Wow, I JUST Finished making an audiogame with a similar premise: blind accessible dungeon crawler! And I've also gotten feedback from the same people on Audio games forums: Haramir and Defender!
I've got a video with instructions on my channel, but maybe I should make a video talking about the challenges we faced as well. 🤔
EDIT: I just finished the Video Response to this, it's about 7 minutes on my Channel, titled "Miziziziz STOLE MY GAME IDEA!"
You solutions were pretty interesting 😁
Ironic judging by your name
@@RubyPiec ;)
Your game seems much more accessible than this one, judging by your video showing the game. I started working on an audiogame with the same idea (dungeon crawler) after being inspired by Miziziziz video a while ago. But I took an entirely different route. First off I skipped the whole "rooms and corridors" design, since you can't see anything anyway it may as well just be a single big room. The goal is to go to a source of music (so the game music doubles as a game mechanic), each time you reach it the music will move to a new location, the dungeon level will increase and monsters/traps will spawn based on what level you are on. So far I have two boss fights, and two lesser enemies, fireballs you need to dodge and a spiketrap. No sounds to indicate if you are close to a wall, I left some space between the walls and the area where things will spawn so you won't normally run into one anyway unless you are deliberately trying to run away into the void. So the only sound for navigating is from the music, this frees up a big amount of sound "clutter" and requires less things to memorize to play the game.
@FloatingOer sounds like a good approach! I definitely agree that, in the same way you should avoid visual clutter and distraction, there is a set budget for your noise pollution.
Let me know when you release it! I'd love to play it. 😊
@@stealcase That's a good way to put it, "budget" for the noises you can have. I noticed that having more than a single enemy already start becoming a challenge to keep track of, so no zombie hordes for me haha. I have the game out on itch.io (still early in development), I'd love to hear some feedback about it! (ps. you can toggle between blind mode and debug mode by pressing "T" if you want to see behind the scenes)
floatingoer.itch.io/tomb-of-the-eyeless
What the hell, I feel like had I gone into programming instead of art at college we would be on similar discord servers lol.
I also made an audio only game prototype years ago, lost to the ol' hard drive crash of the early 2010s. Basically a story of a wizard who fell into the catacombs after a fight with the final boss and lost his eyesight, so had to use his staff as a makeshift cane. The way I dealt with the movement is to have an audio clip play that would start in the left ear and move to the right that acted like one of those white canes. When it'd hit a wall it'd stop the dragging across the ground sound and play a different sound to indicate you hit a wall, and that way you would be able to tell if there were other hallways beside you as you moved along the tile based grid. Checking health was toggling on a heart beat sound (faster = more damaged).
It was way too ambitious though since I didn't want to use any text to speech and rely solely on sound cues. Checking how many gold coins you had kept getting more and more complicated, and you couldn't really have more than one key at a time/I couldn't figure out how to portray a door being locked haha.
Discovering others who have an interest in audio games is so cathartic. During my time in college for game design I thought of the same thing.
I have to wonder what the world would be like if we had a predominantly audio culture and not visual.
we would be talking a lot more, that's for sure.
This is an absolutely fascinating video. Definitely hadn’t considered this before, but it’s really interesting to think about the hurdles that rise without visual cues.
deaf people:
*visible frustation*
they can just play normal games mostly
mortem [steam] deaf and blind people
r/ technicallythetruth
@@infiltrate6807 Hellen Keller probably wouldn't even care about video games.
mortem [steam] I don’t know who that is
That looks like a lot of fun even if you're not blind.
That sounds like a lot of fun even if you are blind
Blind people: *see black*
Miziziziz: *adds goddamn graphics*
Do blind people see black though?
I'm pretty sure they see nothing.
And black isn't nothing, it is something.
Me: *closes eyes and sees black*
Prof
@@fakepillow1 bruh •-•
@brightblackhole i know, thats the point
@@SFSAtlas this comment was a joke, cleary you have small brain
The humming thing is actually pretty cool for a more 3d based game and great horror element to it as well.
This sounds like a super technical solution to just adding monster sounds, a voiced protagonist, and footsteps. The voiced protag calls out things that dont make sound from far off like 'A chest!, north!' or 'A door...' while footsteps are always enemies, and each enemy type would announce itself with its own barks and growls. A keybind would play a unique sound for each cardinal direction on the compass, so you could reorient yourself carefully. It would be a much more immersive experience, especially if our voiced protag threw out the odd bit of fun flavor during a quiet moment, something like 'The stench of evil here permeates this dusty tomb!' [referencing other senses we can't otherwise communicate to players] Even these sound effects would run the risk of being annoying, which is ultimately the real challenge for any sort of game design here.
Even with all my meaningless griping about a project clearly produced as a proof of concept for a college though, the core concepts here are really cool. One wonders how a blind or partially blind person might react to the old Thief games, since their sound design was strong enough to let you track enemies by movement. There's definitely room for professional studios to create experiences here. I for one am excited by the idea of letting more people enjoy this hobby.
Audio games are an amazing topic. I've experimented a bit with my first published game about making it playable using only audio. We really shoud try to make more games for blind people.
The late Kenji Eno (of 'D' and 'D2' fame) made 'Real Sound: Kaze no Regret' for the Saturn it was specifically made to be played by sight and blind players.
2:52 Idc about watching the rest of the video before I say this.
vowels aeo for echolocation... have the monsters make the sounds. on ogre right in your face? roars"aaaaa"
its a little out of reach? charges "eeeee" really far? signals "ooo".
is it a wolf? having it right up close makes it bark, somewhat off you makes it growl, far off and its howling
This is so fascinating! Cool stuff, my dude!
That hum sounds scary as hell
Imagine someone modding these audio interface tools into Skyrim
I imagined it for 2 seconds before I discarded the idea.
Someone please do that! I'm blind and hate menus.
3:33 I like how you went for the Jerma985 AA EE OO vowel system. As an added bonus, it will also protect you from DMCA takedowns :)
Nice video!
I'm working on an audio game right now with top down navigation and yeah, the hallways thing is kind of tricky. What I do is I use a series of proximity detectors, that get louder as a user approaches a wall. When one of the detectors moves very quickly from the old position to the new, it snaps and makes a sound to detect hallways. It's not perfect but it encourages the player to investigate more than the sound disappearing itself.
With regards to reading enemy information, use the pause menu to allow the player to pause the game and read HUD details. That allows a player to take a moment and read stat information that could be useful.
You don't need a grid to do footsteps, you can trigger the footsteps based on distance traveled. Also make sure you include coordinates. This way, footsteps can (roughly) be used with coordinates. All of these enable more free motion, but tbh I think the precautions you took are appropriate since a dungeon crawler can have quick movements and you need to be able to gauge these things quickly.
TBH the problem with game audio engines is that they don't really support locational hearing properly (game maker is such a pain in the ass to build for) so these kinds of solutions/limitations are necessary. I know this game is a bit old but its kinda cool to see other people get involved. Remember to develop with lots of options in mind so that players can experiment with their UIs.
Also, fair warning to people who excitedly want to go to audio games to get your games tested: the userbase is known for not being particularly friendly if you get too close and involved and has chased away devs in the past, so I recommend reaching out to multiple sources for blind people; there are definitely other people out there who are excited to try out your game. Please dont let any one community scare you off from accessibility game dev.
I remember reading about one of the earliest games for the blind being Klax on the Atari.
Evedybody gangsta till the enemies start saying EEEEEEE
The fact this man went on to make ENDOPARASITIC is wild. Bros apparently always been a prodigy.
It would be fun and terrifying to see a horror game made like this. Echo locating the monster slowly getting closer and closer would be terrifying
Next level: a blind game, meant for people who are hard of seeing.
My expectation: “eeeeeeeee”
What he did: “e. e. e. e. e.”
Very cool! back in college I almost did something similar when I stumbled across AudioDoom, a version of DOOM for the blind, I wanted to make a blind version of the original legend of zelda but that was wayyyyy too complicated. Awesome that you pulled this off!
This is super creative and a great way to allow people who are blind or unable to see that well.
AA EE OO AudioJungle AA EE OO
So this is like the audio version of Rogue. Could you imagine an audio version of Dwarf Fortress done with this same approach? I don't think it would be possible...
As proof of concept, it's a cool game. Great stuff! I personally struggle with direction, so it was nearly impossible for me to navigate dead ends and intersections using audio alone.
I would say that if someone was to improve on this concept, add the following: Lock doors behind you; add some way to track where you've been, perhaps with an expendable breadcrumb item; an area description button/ an examine button for immersion( you can have different wall descriptions, corpse/item descriptions, etc. This can help with navigation); improve the inventory, as I found it difficult to use even with visuals(you shouldn't be able to select blank items).
Would love a game where you spend most of it in complete darkness, having to hold onto walls and listen to the audio to survive. A horror, story-driven game.
such a cool way to make games, might just look into it 👀
Why did you upload the video with mono sound?
Oh fuck lol really I didn't realize
lmao
@Ezequiel Ciamparella what channels
@@papasscooperiaworker3649 mono and stereo mean single or double speaker, stereo means there are left and right "channels"! hope this explains
This is amazing! Thank you for taking the time to making gaming accessible to all!
Would be cool to make something like this with music and harmony in mind. What I mean by that is using different istruments for different types of information in the game and creating a sound system based on melody, so that every section of the game creates some sort of symphony, that one trains to understand just like with real symphonies, but with the added benefit of being able to interact with it. It would be cool, but probably also hard as hell to implement
Damn, what an interesting genre! Definitely hope that maybe big developers will consider makin ggames for it someday-- Accesibility is sorely underutilised in video games
Imagine simply just walking and out of nowhere you hear a "laa"
The whole concept of audio-based games is amazing to me. Accessibility should be a right and this is one of the best examples of that.
I've never heard about this kind of games... but is really amazing! A totally different area to explore. I will certainly try that someday!
Im going to let my blind cousin have a go of this it seems legit
Well how did it turn out?
This would be good bcoz my eyes would be like having a break while playing this game
I'm currently working on a Master's in Computer Science and my topic is related to audio games. I was just taking a break from reading accessibility papers when I stumbled on this video in my subscriptions lol. Your solutions for some of these problems are really interesting, some of which I haven't seen before. The one that I think has the most potential is your solution for open corridors to the left and right of the player. I like that the solution uses a sound that actually fits in the game world, as a breeze coming from an open passage just makes sense intuitively.
I would really suggest playing games like Shades of Doom, Sarah and the Castle of Witchcraft and Wizardry, Code Dungeon, and Treasure Hunt. You can find those on audiogames.net
If you want to talk more you can feel free to email me at superfreq2@gmail.com
I'm totally blind and have been playing audio games since the age of 7.
@@superfreq7378 Thank you very much! I will absolutely give those games a try. I might reach out by email when I start doing play tests.
Dude, I've always wondered what a horror game would be if you couldn't see anything but had to rely on your hearing to avoid stuff. I mean top tier game. I remember seeing this one game on the Play Store but I've forgotten the name, but it had the same presence.
Wait are you the guy from the LD discord who posted screenshots of a game that looks like the thumbnail
You've got your point across - we're after that guy with 1k$.
P.s. Appreciate the photo, it makes the job much easier
😏😏
(Don't actually do that though please)
@@Miziziziz Might wanna censor it while you still can in case someone does anything seriously.
A little musician inside me wants to encode all that information into a soundtrack.
Like one melody variation if you look at the north, another if you look west and etc.
Calm music when no enemies are present, stealth music when enemy doesn't detech you, battle music if it does and etc.
Of course it requires a tutorial that gradually introduces different sound varieties before main gameplay.
Defender, the guy on the forum who gave you some advice is my brother. He's been blind his whole life and he has always loved audio games. He makes sound effects for other audio games posted on the forum and has given advice to those looking for it. If you or anyone reading this needs help, you should go to my brother. Awesome video :)
2:30
*Shows aa, ee and oo on screen
*Says aa, ii and uu
What's your first language? For me, ii and uu read like the short sounds, while ee and oo are stretched out. I speak Afrikaans and it has uu and oo equally stretched out, but I read uu as the Esperanto u and oo like the ow in row.
@@thegoodkidboy7726 I did not use my native language as reference, I just used some commonly accepted rules. So whenever you write the same letter twice, "oo" can't be "ow" or "ou" because if you listen closely the quality of the vowel would change while you're saying it aloud. And "ee" and "oo" can't be the same as "ii" and "uu" because they are different letters. Since you're using a letter twice, it must be longer
2:41
"e-e-e-e-e-e-e-e"
this is actually very cool! i've never heard an audio only game
The echolocation idea is very funny and I wish that informed every design decision here.
dude you should really convert this to an alexa app, skyrims already on there
What
You should've done an asymmetric competitive shooter where there's a group of five people with sight and no audio and in the opposite team ten people with accurate 3D audio and no sight
Sight would absolutely still win
@@toasthead What if the sight team have shotgun-like sound blasters and the hearing team have lasers that kill with touch?
@@owlroseproductions8876 this sounds fun now
i love your videos on game accessibility!
This is really cool! I have seen sound based games before, but never an entirely sound based game!
Next video: how to make an fps for dead people
I’d been considering doing something like this for awhile, it’s pretty cool
I played a Nlind RPG once where you the world's noise worked like surround sound basically and just had to listen to the sound and move from the direction it sounded like it was coming from and fight in that mannerism too. It was pretty cool
This is sick. thanks for your work
I’ve always wanted to make a “first person” shooter with no graphics. Where you fire rockets that make noise as they move, and try to use the 3D sound cues of the firing action and footsteps to locate your enemy. Listening for the sounds precisely would be difficult, but there’s nothing wrong with a difficult game, unless your a journalist. The splash damage of the rockets would make aiming easier, and I think trying to dodge a swarm of rockets in a deathmatch could be fun. Each player’s actions (rocket firings, rocket engine noises, footsteps) would happen at a fixed frequency, to make things easier. Could even have team matches this way so you know not to shoot your allies. Rocket-jumps would probably make things too disorientating though. Memorisation of less simple maps could arguably be done with embossed metal plates. Maybe even provide live thermal feedback for character position with some fancy hardware.
Nice inginuity. Sound queues are what made Thief The Dark Project so amazing
This is so cool. Good job, man
The fact that i hear your voice saying everything makes it year better
Wow... O_O
I found myself thinking quite often about how to create controlls for people for let's say with one hand, but this... is just impressive!
I like the click sound, even though it's harder, it makes the game feeling tense, over time player adjust to the clicks as distance when played enough
There was a really good mobile game i used to play back in the day called A Blind Legend, where everything is sound only including the main menu. Movement and such is based on listening to the world around you and your daughter calling out to you giving you general directions(over here, to the left, on your right). All combat is done with sound cues (directional movement, armor shifting, grunts etc) so you have to listen to your opponents movement to know where they are in relation to you and when they will attack as well as what type of attack was coming. It was fleshed out to the point where it had parries and blocks as well. It was really well made and i did enjoy it quite a bit, the only thing that bugged me was the energy system and stuff which was like a few lives then you would have to wait to recharge, in a game where its super easy to die. All in all a good experience though.
You might like "The Vale, Shadow of the Crown" which has a demo and will be available for PC and Xbox probably in the first quarter of 2021. Similar mechanics to ABL and a solid story with great sound design, but the combat is much more complex and interesting.
wow they would sure love to see this video on how its made!
it's awesome that even blindness won't stop people from playing video games
that's dedication right there, i don't even know what to do with my life if my sight ever taken away from me
Wow, this is great. i have problem with my eyes and will lose my my colour vision eventually or in worst case go blind completly. Been blind many times, worst/funniest one was in my friends housewarming party. I got there took a shower there ( i came from work) my eyes sealed shut, said to my friend guide me through the house so i can learn the layout of place . Whole evening of the party didnt know anyones appearance, knew everyone by voice
also while bit drunk i walked in the place blind and drunk better than most
Super cool, just getting recommended this now. If you're reading this you might be interested in Terry Garrett, a blind person who beat Abe''s Oddysee and Exoddus multiple times thanks to their excellent sound cues and design. Not to mention his own talent! Accessible games are great.
The echolocation idea is actually genius for a game where you can barely see. Would be amazing for submarine/dungeon action/horror games
this is amazing! you deserve that prize
I like that you care about people that are not "normal" (they are normal in their way)
i see a bright future in game development for you man
So glad I found this video thank you.