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In this maze game we use an echolocation mechanic to race against time for the highest score.

The variety of sounds and music here is great. Whenever our mysterious guide rubs their hands I question their intentions. The sound of hitting the walls is corporeal and contrasts against the more subdued atmospheric sounds like our breathing and the echoes. I especially enjoy how the music grows more present as we progress through the maze.

The biggest issue for me was that the echoes weren’t providing me with enough spatial information to make the correct choices. I wore headphones and didn’t really get a sense of left or right. So instead I gave up using it and approached it more like a game of chance. The longer I played my score increased as I cheesed my assumptions of how the maze functioned. Every tile feels like its own ethereal space with only one correct exit, like a non-euclidean game of rock paper scissors. Improving the echo mechanic should help it play more as intended.

Recording voice overs for all the instructions was an excellent touch; however, the score displayed at the end is not accessible to screen readers. I understand that recording samples for every possible number is an unreasonable expectation. Perhaps the score is totally irrelevant so saying “I am disappointed” or “you are the master” is sufficient. But I’d recommend looking into the accessibility features that Unity provides so you can call it out more explicitly.

Thanks for your submission. Good work!